1. #31

  2. #32
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    Default

    I would also love to see a Messiah pipeline. I've seen some cool ones, but a straight forward one would be really nice.

  3. #33
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    Default We Want Max Pipeline!!! Now!!!

    pleeeeeease!

  4. #34
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    Default hope the max guide is as comprehensive as the maya guide

    as a max user I found that maya guide awesome. I will have to read it over and over to really take it in.

    particularly awesome was that little tip on bump maps over the top of displacements, relieving some of the processing load.

    oh, and ofcourse the difuse map for adding dark areas to help define model contours.

    can max do that crazy multi displacement map thing or am I miss-understanding the fundamentals of the tool. is it all handled in zbrush. I haven't fully read that bit.

    anyway, cheers for such a wonderful contribution.

  5. #35

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    roberto.loriga -

    Your first post and its a demand, huh!

    obskure-

    Great comment. Thanks. One thing that is really interesting to know is that both Max, Maya, and XSI all use Mental Ray natively or somewhat natively. The concepts are the same for each application. The buttons are just in different places.

    As for the Multi-displacement thingy, that is a ZBrush function. Max is not involved.

    Ryan

  6. #36
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    hey Obskure,

    Thanks : ) the Multi Displacement map approach will work in any app that allows you access to UV space outside 0 to 1 and to assign shaders per face. I am pretty sure Max will do this as well a Maya(x)

    Hey vandersousa vbmenu_register("postmenu_241704", true); ,

    Sounds like
    1 the displacement shader didnt get assigned to the model... Go into the hypershade and right click on the shader with y our map in it. Select the option < Page 3 of 10 FirstFirst 123456 ... LastLast

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