I've checked it in Modo and Vray and they both have the same problem. Upping polycount didn't help. I'm doing only high poly of this model so I don't think that normal maps will help too. Retriangulating invisible edges in Max and make them point in the same direction didn't help either....
3ds max, Zbrush, Photoshop, Substance Designer, Substance painter, Xnormal, Knald, Unreal Engine, Cry Engine, Unity, HandPlane, Keyshot, Vray Really anything I can get my hands on to learn, I am there.
Not the proudest moment for me, but I essentially took that image, cropped the 'Aniso' map, blurred it abit in PS to get rid of Artifacts and stuck it on my model. You could do that...maybe? There is also one floating around google, but couldn't find it again :/ As I said, the math does exist on how Aniso will be…
Multi-tile UVs are exackalackaly what you need! Put a UV island on each tile (0-1 UV is considered one tile), make the size of each tile's texture be 2k or 4k, and paint them with a tool that supports it well. http://store.steampowered.com/app/289550/ ^ Good painting tools, layer system, and shaders, up to 6x 4k textures…
Did Some (WIP) VRay Test Renders after re-doing the grooming in Maya using Xgen. Thank you for the help (Nexferoh) check out his twitch page or (Artstation) for some awesome content when streaming. Will be starting the low-poly fur soon.
It can easily be done as a script (or at least synchronizing the vert positions can be). The problem is processing the data quickly. Maxscript is not a fast language, and iterating over and matching the positions of thousands / tens of thousands of vertices could take a long time. Anyhow, here's a simple/unoptimized script…
Managed to make a test with Vray, and this time any filtering is applied when using render to texture. Below, left to rig8ht: max scanline, maya, and vray with Soften filter, same resolution ( 128x128 ) I guess this is a workaround, but I'd sure want to get the same quality with the default scanline :(
Thanks a lot guys!! I had really fun moments with this model and I´m happy for all comments. Thanks. ENODMI: I did a realtime render, but without using all marmoset power, it´s just an image based lighting. :) Cint128: Maybe this post can answer you. :D Korrax: I´m always open for crits! ;) I put some spec/reflex over the…