@sltrOlsson - Thank you! It is a specular map (different to metalness) but yes, I was really torn on this, and decided to put it on a very low opacity. I saw it done this way on Joeri Vromann's KSG Rifle, although he is using it much more subtly, which is probably more sensible: http://www.joerivromman.com/KSG.html This…
Turtle comes with Maya, but you may have to make sure that the plugin is loaded before you can use it. Go to Window->Settings/Preferences/Plugin Manager and look for Turtle.mll and make sure it's loaded. However, Turtle isn't a physically-based renderer, so you may have some trouble getting exactly the results that you…
Thanks Kodde Thats supercool. Gonna have to incorporate as much in some tools. I did something similar with Barycentric Coordinates to find crevices: ( from an object selection the script selects all the edges that make up crevices ) or the opposite ( depending on whether I wanted a hill or a valley ). select object> run…
Depends on what you intend to do Theres the 2 sides, 1. Offline 2. Realtime Some people only present their models in realtime environments because they think its the true way to go, dont know about offline rendering or think the rest is cheating or all of those 3. If you are one of those, you may want to use presentation…
Both of the video cards you mention will have very limited and poor performance texturing in Mudbox 2009 and 2010 because of the small amount of on board vram 256 MB. Mudbox texturing relies solely on the ram on the video card. I would suggest 512 MB minimum and you really should try to get 1 GB vram or more. IIRC Mudbox…
Oh, I know that the CAD programs can be very useful. I have used Fusion360 extensively. In recent years there was a trend in 3D concepting to use CAD+rounded edge(evolution of using Dynamesh for concepting) funny that you mention Vitaly. He spent half of his life using Max booleans. :) And yes, of course they can be…
Vrav: Jeebus, you're right.. it does look like that! Never seen those guys, tbh, but they are fairly cool. Rens: Aww, we buddies! No fuu. Keep up the practicing-- you do good stuff :) killingpeople: Better photos? But...but... those ones of vodun man are pretty good! Pic links to an enormous res one where there can be seen…
haha Thanks everyone. @ lotet : thanks man. Yeah still trying to decide about that hand. I tried turning it down but thought it looked a little weird. hmmm may need more thought. @ BradMyers82 : Thanks man. Glad to hear you like the direction. I am kind of happy with the tail as it stands but perhaps I am wrong. I will try…
1: This is entirely dependent on your target platform and how those materials are used. You're trading texture memory use for GPU state changes. If you have a lower memory target, go for optimized textures. If you are GPU bound, but have VRAM to spare, go for the texture option. Remember that one 4k texture = four 2k…
The 'normal' of a vertex is simply the averaged normals of the surrounding faces. Get the verts connected faces, then use the polyop.getFaceNormal function for each and average to get the normal. Maybe something like this: vrtNum = (polyOp.getVertSelection $.baseObject) as array vrtFacs = (polyop.getFacesUsingVert $…