I like the pre-zbrush pass version better. I think it would help if you didn't apply the dings so globally and instead focused on one or two areas where the ship took damage.
Hi EarthQuake, Okay, thank you. Out of curiosity, you mentioned down the road you might implement a radiosity feature. Doesn't Marmoset currently do Global Illumination? Isn't that the same as radiosity? Thanks.
I'm 99% sure that setting a scriptJob in usersetup sticks as a global script for the entire session and doesn't get attached to the first scene in the session. I'll have to revisit that at some point. Cool that works for you though. :)
I was too embarrassed to ask this but looking at your new scene, have you included global illumination in your software? I would so loooooooooove a program that calculates accurate color bleeding and radiosity effects.
This is the reality of a global economy and purchasing power of currency. Also his pricing reflects the quality and time spent on his work. This simply shifts more emphases on quality. It has always happened, this isn't something new.
Ok, lighting issues already, why can't I get good global illumination? Tips? this is what I've got. Trying a few new things, I'll post back is I figure anything out.
Also, I'd give a render with the texture at 100% self illumination. The global illumination render you've got makes it harder to crit your work. Thanks to Chris & Adam for being more clear than I was.
Mental Ray may not work correctly when rendering to texture in Max. I usually add a global Illumination skylight (using light tracer set to defaults), and bake out the "lighting" checkbox in render to texture.
I can see it as well. If you lost your domain and just recently got it back, it will take a while (a day..maybe?) to propagate that bbreily.com points to wherever your site is in DNS globally. So, it's normal.
I'm not quite sure what happened with the code I had originally posted here. Maybe something changed in the way Polycount displays code.. I honestly don't know why it got so messed up as I remember it showing correctly when I posted it. Here is a revised version. This should work correctly: // Orthogonal Camera Toggle…