How do I create Material ID masks in modo WITHOUT manually selecting the colors?
I know the straightforward way would be to select the faces/meshes I want to be the same material, then apply the same material to them both, but there's GOT to be a faster way....
...Should alpha channel ever be non 1? Say I hand paint a texture of a blade of grass that fades out from white to black. I have to make an alpha channel, but does it fade out as well or is it always white?
If its always white, why is it this why? Why can't the alpha fade?
I'm really struggling here, pls help :)
Just export to png, it has alpha values for every pixel.
>Why can't the alpha fade?
But it can, you idiot
Did you even try to apply the alpha channel or even SLIGHTLY experiment, or did you decide that it's better to post a question on a really slow board and wait 3 hours for the first reply
White = 1
Black = 0
50% Grey = 0.5
And everything in between
This was a thing in /mlp/. First thread ended up getting scruffed, so I decided to post this with all the images draw friend created so that other Anons who wanted to see them could. Let's get started then, shall we?
So I'm baking normal maps for the first time. In the background is the source mesh, a briefly made corridor section, and in the foreground is a low-polygon copy with the exact same dimensions.
I super-imposed the two over each other and baked 2k tangent-space normals at the highest quality setting.
This is the result. The horizontal normals are completely invisible unless viewed at extreme angles. There are strange lines on the ceiling.
I have no idea why some of the details from the source mesh is presented on the normal map, while other parts are completely omitted.
Normal maps don't capture depth information, they capture curvature info. If you've cut lines into the surface that are completely perpendicular, they won't show up in your normal map.. They have to be angled outward like the two sides of that main section you have at the top.
Hey everyone. I sketched out an idea. Is the idea fucking stupid or is it worth making into full and polished 3d artwork?
Im looking for projection mapping software that can work together with Unity or just being able to manipulate the desktop screen.
Is there such a program available?
I made this 3D One Piece logo for the upcoming film that's due to be released in 2016.
I imported the illustrator paths to Cinema 4D, extruded them, and then colorized the whole thing with some realistic materials.
For the ropes I used a special kind of plug-in called reeper X, which was free and pretty easy to use.
Finally I set up the lighting in a way that it makes the logo object glow and appear more gold like.
I used GIMP for some minor post effects.
Hey guys i'm a 2d animator/artist and I've been trying to get into 3d (to make my own short movies, not professionally).
I've been looking at the comparison videos to blender/maya/modo/3dsmax, and from what i've gathered maya is the best for rigging/animation and the other software is best for modeling (with maya being inferior at that).
Then Is 3dsmax the best way to go in terms of modeling and exporting out straight to maya for rigging/texture (3dcoat) and animation?
The best option would be trying them all and choosing. You're not gonna do that.
So just pick one and go, quality wise they're not that different.
Sure Maya is better at rigging and animating, but modeling wise it's also decent. The others are better at that, but in my opinion you should stick to one package and learn everything about it.
What matters is the final product anyway.
It seems like a lot of people recommend modo for ease of modeling, but i can't seem to get a clear answer on its animation ability so i guess i'm playing it safe with maya. Thanks for the reply.
How do I get blender to smooth like maya?
Also you have to layer the Bevel modifier ontop/under(however you see it) of the subdevision surface modifier. You can change their layering with the arrows.
Also the subdevide tool is only used when you permanently want to subdevide the mesh(destructive workflow, often used for terrain and cloth-simulation or something) for subdevision modelling you apply a subsurface modifier.
You should really look into the modifiers because modelling without them would be stupid(the next one you probably most commonly need is the mirror modifier)
I use 3dsmax 2015 and when I try to skin I can't select the bones in viewport, only from the added list. Anyone knows if this is a bug or am I doing something wrong?
Not sure if it's the only way but use the list, it's very fast if you are in the proper habit of naming your bones by some naming convention.
If not you wanna get in that habit as it'll save you tons of time in the future when your projects start to expand in scope.
ITT we talk about baking.
> Currently working on a mod for a game with shit engine (lighting sucks - shading sucks)
> Only Diffuse
> No lighting - unshaded
Pic is inside Blender Viewport without light
You have any trips/tricks on baking?
Think it's a valid workflow for games?
I'd like to talk about Davinci Resolve and horrible wardrobe choices....or I'm trying real hard to be a "wacky" color-correction guy!
>french Curasirs vs russian cossacs..
>russians cant get them because of all the armor.
>russians just klock their head helmets until french bow down and then spike him up from his arse.
so is after effects basically goodVegas?
Just pulled an all-nighter to get this far in progress on a UE4 environment. My first one.
I know the lighting and materials aren't strong, but I think I did alright for a WIP.
Anyone else on things in UE4? I find it quite fun actually. I think it's best to just stop looking at concept art and just go model something, throw it in the engine, and roll with it.
Nice atmosphere, reminds me of where you fight The Big Cheese (pic related) in RE4.
Probably because of the rafters/lighting.
Just made this out of boredom, if anyone wants it, though you'll have to make the diffuse map yourself being the catch.