So I started to set a bit of mood into the scene, painted out the diffuse for the emissive lights and added some textured assets ( even tough they aren't polished yet ). That curtain's tieback is awful, I will probably make it from scratch again...
Is it more efficient than using plain polygons? I'm assuming the lossless vector displacement maps on top of the normals, diffuse and speculars will take up more memory and computation power rather than loading instanced meshes. Or is there an advantage that comes with this method?
Hello there! So I made this prop for fun/practice and I would love some feedback on it. It is weighing in at 958 polys and the usual diffuse, spec, and normal. I'm also trying to speed up my work speed, so is two days(in free time) a normal amount of time to spend on it? Pics! Wire! Thanks for looking!
Hi, I'm practicing my hard-surface modeling skills, making a sci-fi gate. This is inspired from a concept art of Paul Richards (autodestruct.com). Any feedback will be welcome! 521 tris (openable doors) 2048x2048 diffuse + specular + normal Modeled in 3ds max Bake in xNormal Textured in Photoshop Rendered in Marmoset…
hey, is there a way in 3ds max 2009 to multiply textures like in photoshop? for example, i have a tiling texture that i apply to an object, and i also have a seperate ambient occlusion texture for that object thats using unique UVs. is there any material that will let me multiply the AO over the tiling diffuse texture?
Hi i am rendering a scene in Max whit mental ray the lighting off the scene is made whit Mr sun And Mr sky Should i use Standar shader for my Diffuse Normal And spec or go put all that in Arch&design and does anyone got some good tutorial on that shader?
I use zbrush polypaint for painting skin for my low poly game character .. I just wanna ask how could I get a specular map inside zbrush or by using the diffuse map ? I heard they used zbrush polypaint for making farcry 4 and assassin's creed black flag skin.
I know Arnold has the bake to texture function but i'm wondering if it's possible to bake in different passes like specular, ambient light, direct light, diffuse, so I can composite in PS later. I'm used to that in Turtle renderer but Turtle can't bake PBR materials. Any clues? Thanks!
Hey everyone, I wanted to do something with UDK again. So I started this medieval scene. The main focus for this project is the creation of diffuse maps. eficiency and polycount not so much. Here are some screenshots from 3dsmax. I'm planning to upload some UDK screenshots tommorow. comments and crits very much welcome.
Hi everyone, I need a bit of advice. I'm working on an asset that utilizes a simple 1024 diffuse map. The asset has two small walkways that will use an alpha punch. My question is, would it be ok to include the parts with the alpha in the 1k map as a whole or should I break them off on their own in a small map?