Rocket Brian No. What is the meaning of fixing it after I broke it on purpose ? But if you have any stylisation guide or.... maybe some pinup guide or... maybe some anime guides please share. That is the stuff I am looking for. For example: KWAN There will be a cat on the other side something like this. Deadmon Thanks.…
Hey Guys Im following the XGEN hair Tutorial: http://www.cgsociety.org/news/article/3734/a-brief-guide-on-grooming-hair-with-xgen-in-maya However, when I use the "Place Brush" and sculpt the guides, I cant make the groom follow those guides. How am I supposed to do that? My groom just stays the same way as I created it…
That artifacting is just a discrepancy of your low and high res meshes. Your low-res is too low of a resolution of your high-res mesh, so just add more geo. You'll also benefit from having your uv's straightened and aligned to the pixel grid in your UV's so you don't get jagged results/aliasing.
@Ashervisalis Thanks for the idea! I actually have an old project with fake light shafts lying around, but i just moved the car closer as an quick fix. But i might still need the fake planes for the police drone scanning thing. I basically want to have a spotlight project a line grid texture to give that "batman scannery"…
@Bart : Thanks @SnakeDoctor : Yup, that's what I did but I make it in one piece (not really optimised but really easier for this kind of stuff :D ) but I could have make it with seperate pieces bent and snaped to grid. Kind of a hatch (232 tris) : And the Hi Res for the pillar (I'll put it on both side of the rails that's…
There is a variable on that substance that allows you to shift the zoomed image around. What you'll have to do is set an input variable (integer) and multiply that by another variable defined by the zoom size to get to the grid section you want. The sbs I posted is meant more for extracting smaller textures from a larger…
Oh i know it's a old thread, but i saw you using Softimage there! Could you tell me how did you do the part when you apply that grid like mesh of the Mic to a sphere? I have a lot of problems finding the right tools to apply One stuff to fit another round stuff in Softimage...
You don't need to pad the light map uvs at the edges. I would go out of my way to snap your light map uvs to a pixel grid. As low resolution as you can 8x8 or 16x16 is good. And lastly, if you have seams after that, hide them. Try to make the seams look like normal pieces of the architecture.
Use particle instances with proxy geometries if your renderer supports it. I did it on a recent project for a wheatfield scene with 100.000 instances of wheat strands (each had ~100k polys + hair on top) and it rendered really fast with arnold. You could align those particles depending on a base grid and let them all face…
Here are two of my floor modules with Normal and AO bakes. Rendered in Marmoset Toolbag. The Models are missing some detail like screws and scratches which will be added later in the texturing process. The first one is also missing cables below the grid. I'm not sure yet whether I should use geometry or just bake it onto…