If you want to become a better artist, learning your foundational art is key to that journey, if not important at least. Figure drawing is one of those disciplines. With texturing, I think you should just start learning how to do PBR texturing (google it, search through Polycount, there's a lot of threads). There's no…
Hey, I've got a scene that I'm using 3ds max's Camera Map Per Pixel tool with. It works fine, and renders okay but I run into trouble when i try to export. The geometry exports fine, but the mapped texture doesn't export properly. Is there a way to bake this texture out so my exported model works fine in Unity 3d. Thanks
I will add one more gun to polycount! It's 5086 triangles, and I used Maya, xNormal and PS (with nDo and a dash of dDo). I JUST five minutes ago read the marmoset article on the differences between PBR and the old style, and I totally was not understanding how to utilize it and make the most of TB2 while making this. I…
Hey everyone, I’ve been experimenting with creating a diamond PBR material with prongs. I managed to build a decent version in Substance Painter, but as expected it only really works at the baked scale. In Designer, I know the procedural approach is the “proper” way for infinite scalability, but I was wondering about…
Hey guys, looking for a script that can set a different material ID per element in 3ds Max. Currently all the scripts I've found randomize it; resulting in some elements having the same ID. Thank you in advance!
This is just a "nice to have" feature; the ability to set the sampling quality per-map for the baker. I'm using an older/slower GPU so, to cut down on bake times, I use lower sampling for the maps that don't really need it.
Yes, sorry. As I said, it's the first time I work with PBR materials/textures so my problems can be very noob because I feel lost. Last week I have seen lot of videos and documentations about how those textures work, but I just saw 2 videos about how to apply PBR textures in 3ds Max and the results are those ones shown…
Here's some more tips for you, cheap but good resources. - Hai Phan's cgcircuit character art courses. (sorry, won't link 'em here, you do that work :) ) Even if you don't model characters he included texturing theory and "best practices" in his lessons. - Alec Moody's 3dmotive/udemy courses, particularly hard surface tank…
Agree with above - Blogs really aren't great for showing a Portfolio. If you don't want to build a Portfolio website, you should at least use a nice community website like ArtStation, which will automatically create a portfolio for you. If you look at my portfolio signature link you'll see what I mean. :) The best…
We are expanding our 3D team over here and are looking to hire a senior hard surface modeler for assets ranging from guns to props to buildings. If you would like to work in a relaxed and very well organized virtual environment with some of the best talent alive then I want to talk with you! Right now our main reqs are: *…