I'm curious if it is possible to batch process many FBX files to create textures from generators such as edge wear? Do I need the Automation Toolkit to do this or is it possible with only Painter or Designer alone?
So I've been learning how to model stuff in my free time for a year and a half and now I'm approaching to the point where I have to decide which road to take. Frankly speaking it has already been decided, I'm just constantly narrowing it down to hold a focus on things. Currently I want to be an environment/prop artist but…
Looking for someone with experience in generative character creation. Ideally the technical side. Potentially in Houdini or Maya. contact: davidcroftsharland(at)gmail.com
For some uncertain reason I can't find it at all in my Sampler now. But as of earlier version my opinion was quite negative . Just a bit better normal maps maybe than totally useless image to material . Wonder if v6 got any better really? ps. Actually they seems killed the feature entirely . No more Generative AI in…
well, not actually generic... it's a self portrait. though not very good :poly110::poly141: i've been looking at it too long and tweaking too many little things. looking for C & C. mainly on topology. but anything's cool :poly108: and here's my reference.... i had been working all day outside and didn't feel like getting…
http://vimeo.com/28439957 just trying to make a nice prop, high and low and texture it and bring it into the UDK. Trying to get a nice sci-fi generator while still keeping it recognizable working on the low poly now
Hello guys, this is preview of some of the nodes in my node based procedural images generator and editor. Hope You like. Any feedback would be appreciated. Youtube demo: https://www.youtube.com/watch?v=ISlsxKeWgHg&ab_channel=NemanjaStojanovic
I know What a spec map does, but is there a good way to generate a spec map that I can work off of into a custom spec map. Is there a good tutorial beside the one here at polycount about specular maps. Thanks!
I was reading this book called 3ds Max Modeling for Games Second Edition in this book author talks about ref. mesh to compare scene. So it was "As I have already started the scene that this object is designed for, I can import some reference meshes to compare it against. The general rule for the scene is that a 5 m2 will…
Thank you for the amazingly fast response!!! Wow!! I should note this does NOT happen during my own smart material generation, only custom materials generation (which leaves me NO way to import my own normal maps into the program for materials). Does it matter that the albedo is a bmp and the normal is a png? 3DO simple…