I have been fighting with lightmap unwrapping for so long.
There is at least 2 pixel padding on almost all of the islands,
the lightmap resolution is 128x128 and every point is snapped to a pixel.
The planks are beveled, I originally separated each face with padding but the
results actually came out worse that way. So I went back to making them connected.
I just don't understand what I'm doing wrong.
Any tips? Or how would you do it differently?
did you try a higher lightmap resolution?
your uv's look ok, though i would try playing with a higher padding and see if it changes anything. but it seems you're just using a low-res map. also, what is the scale of your mesh? you can double-click it in the content browser and see the dimensions
I've bumped up the res to 256x256 but it still looks about the same.
The Approx Size is 176x200x87
When I get home from work tomorrow I'll space out the uv's more
and give an update. Thanks
IBL and shadows...lets say I have IBL with the "ennis" map. I've attempted to add shadows to this, but it looks unnatural since the lights aren't "in" the IBL map and wont affect the BG.
If I have a HDR IBL (PBR) setup how do I do my shadows?
I guess you could quicky model using primitives the countour of the space where you want the shadows to be cast, set the light to only affect that sppecific object, render it as a separate pass and then mix both images in compositing.
Hey guys, Im having a bit of trouble with subsurf. For some reason its spazzing out. Any ideas?
>never owned a car
>just test drive craigslist cars on the daily revving them to the point of clunking
>nah it's not my thing
anyone else feeling good?
I usually animate with SFM.
Does Blender Animating easy like SFM ?
also where do i get the Models ? (Nude ones are better)
That should cover 98% of where to get SFM-ready models from.
>Does Blender Animating easy like SFM ?
I've actually been wondering this myself. The only problem I imagine is the fact that you'll have to create the IK rigs for Blender.(or maybe there's a way to improve sfm rigs)
i've just started in v-ray for 3dsmax after being forced to use mental gay at uni, sorry if this question is stupid
my renders are coming out like this.
When i use v-ray adv the render is under exposed even when vray lights are at about 20 and 12. This is in perspective rendering in vray cam produces sam result.
When I render this in vray-RT cam, its pitch black. perspective view produces the second result (ideal result) but says it will take 4+ hours rendering from my card, tried CPU as well.
Have i missed something?
GI is on
Open up a sample v-ray scene that you didn't create but is confirmed to work. Do A/B tests on that scene. Then, open up a second instance of Max and recreate your scene again but with the settings from the sample scene
I have tried exactly this and results were the image i have posted unfortunately.
I was thinking i might have been something to do with max gamma setting but they're the same in both files. ill check exposure
Just finished up this asset, what do you guys think?
3d viewer plus higher res images
also general pbr thread
dumping intense pbr for interest + discussion
I have noticed more recently that many renders(especially with PBR game models) that they look like miniatures/action figures instead of real sized humans.
Why is that?(I cant be the only one noticing)
I think its because many modellers/artists make details like stitches, bevels and surface detail way too big because most say that you need bigger bevels than the real measurements because it gives better reflections or something.
While pic related is a really nice model it still looks kind of like a miniature(again it has huge stitches, the cloth looks too big and too thick)
Here is one of those high detailed miniature figures for comparison.
this happens because they choose to use a specific depth of field setting. It has nothing to do with clothing / details. For example you can take a flat shaded train model and make it look like it was part of a model train set or a real train depending on the depth of field alone.
Whatever picture I look at of this model it looks like a miniature figure to me.
Maybe he uses the same FOV and DoF settings, but still the stitches on the shoulder strap are too big, both the leather material and the strap Webbing are too thick and the surface detail is too big scaled.
Alright /3/, I'm at my wits end here. Does anybody know if there is someway I can configure Translate Move and Transform Scale to snap to increments just like Softimage does?
Also, since I can't find any prominent artists who use Modo...does anybody know an artist who uses Modo with the likes of Vitaly Bulgarov or Fausto de Martini?
Thanks for the replies Anons!
I believe I can do that, but I'm really just trying to replicate my workflow from Softimage onto this new suite, alot of the techniques I previously used often rely on that increment snapping feature softimage had. I do believe that might be the next best thing though, so thanks for that anyway!
Also, Tor Frick is the kind of person I've been looking for. Thanks Anon!
THEISER HAS RETURENED
OUR GOD IS BACK
What is name of this app?
How does anyone afford any of these programs? I barely even make a thousand dollars in a month. How am I expected to be able to pay so much money at a constant rate if I use any of the autodesk products... This is a serious question, not just me crying even though I probably will be knowing that I'll probably never be able to afford any of this shit except for blender.
Pic related. It's my fucking face after looking up all these prices.
So I'm graduating from uni soon with my 3d degree; I specialized in environment art (maya, unity, udk, blender, photoshop), but Im also good with houdini and also do some decent sculpting in zbrush cuz i took some figure drawing classes.
If I can't get a job after graduation at a studio what are some weird places I could look for decent paying 3D office jobs? I had a graphic design job before for a random company but I don't really enjoy graphic design or working remotely that much. I just need to find a first 3d office job that can help me survive and possibly advance my career. pic unrelated
right now i find movies that i liked then look at the studios that worked on them and ask if they have any positions. what is archviz? training? i also said i don't want teaching jobs. one of my goals after uni is to not end up with a teaching job like my professors who have said they do teaching after getting burnt out in the industry
my website has my name and stuff on it, i'd prefer not to post cuz employers may see my posts on /3/ or something i dunno. i have something not on my website that im currently working on if u REALLY wanna see something but it's just a wip and like 30% done
Rate my topology.
Also, general topo thread.
Pic related. My baby ass attempt at extruding holes.
Hi, I found this and thought some of you could find it useful. Enjoy
(Volumes 1 and 2 are also there)