I intend to upgrade my gpu card in order to utilize cycles properly.So I wanted to ask the blender users here what gpu cards they use and how long does the rendering take. I would appreciate any recommendation I can get.I am hoping Cycles rendering becomes faster cause Modo's renderer is crazy even with my current system…
So its been a little while since i've had the chance to update my site. Go see. <font color="red"> 23D </font> Heres some new i candy that i havn't shown off already. The nebuchadnezzar. Little side project on the psp by me and buddy. (1942 style)The images were taken off the pc version, the psp im sure you can imagine was…
Hi i was wondering if anyone has experienced some uvw issues with copy,pasting and stitching. i have to do alot of textures which have similar modeled pieces which i need to map it pretty similar as well,like the steel beams on a bridge which need to be mapped the same. so sometimes i can map one piece and copy and paste…
So I was projecting an xyz displacement map in mudbox. These two heads are the same, they have the same uv´s etc, but when I apply my map as a displacement map in zbrush everything is in the wrong place. I tried applying my map in maya and it looked fine but as you see the mouth is way to the side in zbrush. I tried baking…
My problem is that when I crate normal from selection via nDo2 it gives me result with flipped red channel. Sometimes its really hard to interpret normal map but I hope you will be able to know what I mean: So here is normal. Only part I created with nDo is this indent.This is normal map with CORRECTED NORMAL MAP! With the…
Couldnt help putting the coding off for oooone more day to work on the art. Actually it isn't total procrastination - I am going to make a pitch for some grants soon so I wanted a little more variety to show in videos. Anyway, I think I did manage to get a little closer to that distinctive Dolomites type of rock - without…
There are two ways to go from Fusion to mesh, one way is to go from Fusion to Moi3D. In Moi3D you get a lot of control decided how high or low poly you want the model and how you want the curvatures to look. The second way is directly from Fusion to Blender using .stl export piece by piece. When you are exporting from…
I've discovered one thing I did forget to do with my Photoshop file - I didn't enable my ID (maps) folder. Having that overlayed as helped with its overall look, but I'm still not having much luck with the specularity. I did try adding a Noise filter in Photoshop, but it could barely be seen to be worth bothering with. :-\…
I uploaded the source files of how to sample MagicaVoxel assets as volume textures in Unreal. The included shader is very basic and only intended to show the texture sampler setup, and does not do full shading, and the tracer is basic too. Use the texture sampler function in your custom ray marcher. Inside MagicaVoxel,…
Here's some feedback: If you want to use sculpting tools you have to stabilize your edges, so they don't become smoothed when you import to ZBrush. (There is an option to import without geometry smoothing, but that is more useful for texturing in ZBrush); If you want to sculpt you best get an evenly subdivided mesh with…