This article is a bit wrong. First, for a correct linear workflow, you have to degamma your diffuse textures, else by setting input at 2.2 in the gamma/lut or setting them individually. Else indeed, your diffuse textures get gamma corrected twice to 4.4 hence they're all washed out. And If you use a color from color…
Updated the Normal Tools today with some new functions and features: Version 1.49 * Added new setting to automatically apply the Normal Tools custom attribute to any Edit Normals modifier added in the scene. This function can be turned on/off in the Normal Tools floater. * Updated the Normal Tools Custom Attribute to use…
Playing with some different techniques to create an overly detailed, simple asset. Steps: quickly setup two displacement (height) maps in photoshop. Applied each of those displacements to planes in Max. Using a similar technique of stacking a displacement on a turbosmooth. Adjusting iterations of the turbosmooth makes it a…
In the case of not very long hair I found useful... ZBrush FiberMesh. Seriously )) Don't think it's for hipoly and rendering purposes only. Just keep you hairs count, segments at reasonable rates. Also be aware of using too much Twist parameter - it may really hurt! Make Fiber have just 1 segment in profile - and you'll…
Basically it wasn't as complicated as you think, 64px/m on a 512px texture means across the length and height of your texture you got 8meter (cus 512/64=8, and since the requirement said 64px=1m, so 8x64px=512px --> 8x1m=8m --> 512px=8m). If that's make it more confusing you can just do a reference pix density list; 1m -…
The caustic effect came from several SpotLightToggleable actors about the scene (as they only emit Dynamic light) with a Material Light Function applied to it. This is essentially an animated Emmissive-only material where I had a couple tiling caustics textures panning over each other with their 'Time' connected to a Sine…
Thanks! I've actually read that article and they specify at the end that they're talking about applying to something with radically different skills (like their example, applying to HR as an artist). In my experience, I feel like the two specialties (environment and character) do share some knowledge overlap. Is being just…
Mini Tutorial: * Apply a Unwrap UVW modifier. (Make sure the channel is set to 1), save your layout as UV1 * Apply a second Unwrap UVW modifier on top (technically you could do it all in one modifier but I've hit too much bugginess switching channels.) * Change the channel to 2, click Edit * In the Editor window go to Face…
[ QUOTE ] That was a pretty vague question and now the links are broken to the images. Can we get some more info? 1. What version of Maya are you using? 2. Is this a problem in the render or the hardware view? 3. Are you using high quality rendering? 4. What format is your texture, tga, psd? 5. What exactly is the effect…
ok I downloaded it and gave it a try. First impressions arent amazing. I was really looking forward to the new brush engine but it seems its in 2 parts. 1 is brushes 2 is wet brushes this doesnt sound bad until you realise that the brushes apply the paint and the wet brushes do not apply any paint they are simply a fancy…