hi there, Quixel Suite 3.0 (beta) was kind of announced march this year - like 9 month in the past.... what is the status on this? still in closed beta? any ETA? meanwhile, Quixel came up with Megascans, Mixer and Bridge - maybe they did not even develop their suite product anymore? or was it delayed, because of all the…
Under Max 8 ... Directx 9.c ... Photoshop CS2 everything was done under 1024x1024 textures sheets I've got some issues regarding textures done in Max when doing lowpoly work. Here's whats happening: In the first image im showing what i actually painted. Its a strip for a belt, In this second image this is what the default…
I am needing to create a roadway that really exists. It's about 9 blocks in length. For my first attempt I used a tiling asphalt texture and blended a 16k texture of the roadway lines that I created in illustrator. I created the texture by simply tracing the lines of a google earth aerial. Are there more efficient ways to…
Hello,kindly i would like to ask you for a help.And i'll be very grateful if someone can help me.Here is my question: Lets say i've got objects(house)in 3dmax with multi/sub(Materials) 9 ID's.They are unwrapped with second chanell as well for light maps.When i import the meshes in udk one by one,lets say the walls which…
Hey ya, I was asked by a 3D Printing company here in Auckland New Zealand if I was able to recreate Draven from LoL to be 3D Printed and used a Trophy for a LoL tournament coming up. I had the low res game model which I used to get proportions then I built my own from scratch. I forgot to check the size of the blades…
The module is currently character art, and I feel like i'm just about done with my blockout and thought i'd open it up to crits so i know where to go after this or if i'm making any mistakes. The character design is a proper tank of a person so he should be quite a head taller than normal, i think i aimed for 9 heads tall.…
Thanks for the feedback. I'll be able to refine the sheet at some point adding that level of clarity. For now I can explain that the fov was measured by creating a physical camera in 3D studio max with a "35mm (Full Frame) sensor" with the 'FOV' parameter set to 55 deg, which correlates to a focal length of 34,556mm…
I'm with #6, second #9. That said, it's early stages, but keep developing the concept some more. Talking backstory it's hard to know what this guy is. Paladin-like? Talking visuals it's still kind of blobby. Depends how realistic you want to go but you might want to try out some more reference. Pretty sure I saw a WIP…
This was a not a bad year for me. Positive: -Got my first client for freelance work. -finished university -moved out of my parent's house - bought a new video card for my desktop (Geforce 1070!) Negative: - lost my treasured mp3 player that i had for 9 years -My old laptop broke -my older brother moved to a different…
Quick material exploration. Material is entirely procedural in UE4 with one RGBA (transparency, curvature, AO and gradient map), normal map, gradient (256x32) and shared RGB grungemap with 3 variants blended in parametrically. The gradient I map to the texture is 3 steps of pure RGB mapped to the greyscale input three…