Hi! I'm an artist in games with around 10 years of work experience. Always wanted to post here but never did. This is the initial costume design part of my work that was done some time ago almost all in Marvelous Designer. At this stage I like to use MD to sketch out outfit ideas and add my non-clothing items as 'trims'…
Hello everybody, I'm modifying a script I've used in the past and am running into issues. The goal is to have a for loop that creates a StingrayPBS shader, then checks the "Use Color Map" attribute. The pain point is that the "Use Color Map" attribute doesn't seem accessible until after the loop is completed. I run the…
Figured I'd pull a few folks I talked to recent in here. @gnoop Since you mentioned tiling textures, what you think of this tiling texture mode? bit simpler than setting it up in ZBrush? @fallenskyzero this will work on Linux out of the box :) @Neox I've got proper 3D camera here, undos on mesh + gizmo edits + masking…
I just ran across Vertex Shading as an AO technique and I think im gonna give it a go in my new scene. Its 3am at the moment and I have looked on the wiki here and other places and taken in as much info as my eyes can process right now. One thing that confuses me is are vertex colours stored inside the mesh file itself or…
We are creating a vertical slice of our game Novaborn: Crusade of Victus. We are trying to figure out a good art style that fits the Novaborn universe. We have a 3D model that we want to be painted similar to the game Spellbreak. There would also need to be some understanding of vertex normals to help the model work with…
I can't eliminate this dang error :'( Hours and hours and hours and it's still there with every thing I've tried. Cutting the holes straight in produces a shading error, but not as bad as cutting the holes into the curved part. I tried editing the topology and it seemed to work a little bit, but I'm trying to limit the tri…
UPDATE: This issue has been solved and had nothing to do with textures or meshes, in this case the problem was caused by a file called sharedbones.qci, after replacing it with another version randomly found, the problem was fixed. more info in this reply: http://www.polycount.com/forum/showpost.php?p=1764090&postcount=30…
Hi i was googling to find differences between cavity shading and curvatures shading. From what i read i still don't understand if there is a difference, although it kind of looks that curvature shading can give a somewhat more detailed though wilder (as in somthing usable) results than cavity shading. Can someone answer…
As Alec wrote it, our modifier uses 3 uvw channels to put the tangent space data there and read that in the shader. So it's perfectly doable. It is also doable to make max render normalmaps into a different tangent space. If your studio is already a 3point customer I'd be fine to share some source code and directions on…
Hi everyone, We’re Lucid Realm Studio, an indie 3D game art production team, currently looking for mid-level freelance 3D artists experienced in creating stylized hand-painted armors for a stylized MMORPG project. Texture quality level and art direction is similar to WoW. Project Style * Stylized MMORPG * Hand-painted…