Hi all !!
I was wondering if Indigo supports Sitni Sati plugins for 3ds Max (Afterburn, Fume FX, Dreamscape...) I would like to render sweet clouds with Indigo if it is possible Yesterday i tried but i couldnt see any clouds in rendered image... No support?
Regards,
Otk
Search found 44 matches
- Thu Apr 29, 2010 10:23 pm
- Forum: 3D Studio MAX
- Topic: Support for Sitni Sati plugins
- Replies: 2
- Views: 2511
- Sun Apr 04, 2010 9:01 pm
- Forum: Finished Artwork
- Topic: Concrete Garden
- Replies: 6
- Views: 3323
Re: Concrete Garden
Hi, first of all congrats for this nice photo, i always wanted to make walls like these and i have a question about this: Whats the technique of creating these walls? I mean bump of every concrete block is different, so are you creating these blocks separately and adding bump maps to each other or i...
- Tue Mar 23, 2010 6:28 am
- Forum: 3D Studio MAX
- Topic: Grass Material
- Replies: 3
- Views: 3193
Re: Grass Material
Thank you for your replies guys, i did what you told me and i think it is ok now... Please check this I created a "nearly 2D" 3D object, linked the material and then used Maxigo Scatter, used Random Scale and Random Rotations...By the way this scatter tool gives me inspirations :D Very nice tool !!!...
- Tue Mar 23, 2010 1:17 am
- Forum: 3D Studio MAX
- Topic: Grass Material
- Replies: 3
- Views: 3193
Grass Material
Hi all !!! I think i am asking too many questions but this one is simple for you, i am sure... I want to use grass material but i couldnt get any result. Material: http://www.indigorenderer.com/materials/materials/14 I dont know to which type of mesh should i apply this material but i am creating a ...
- Thu Mar 18, 2010 11:13 pm
- Forum: Finished Artwork
- Topic: Starcraft - Marine
- Replies: 9
- Views: 4914
Re: Starcraft - Marine
Second mesh was created in 3ds Max whit this method?CTZn wrote:What you can do also is, instead of rendering the sculpt directly you can use it as a guide in 3dsMax to create a clean surface. ZBrush has a retopology tool nowadays I think...
- Tue Mar 16, 2010 12:17 am
- Forum: Works in Progress
- Topic: Among the stars
- Replies: 49
- Views: 19305
Re: Among the stars
PureSpider wrote:HEY! It's a bathroom connected to the local slaughterhouse, isn't it?
Seriously, neo0., are you even listening to us?
- Mon Mar 15, 2010 2:30 am
- Forum: Finished Artwork
- Topic: Old beach house
- Replies: 13
- Views: 9602
Re: Old beach house
Very nice...I love the wall textures especialy
- Thu Mar 11, 2010 11:32 pm
- Forum: Finished Artwork
- Topic: Starcraft - Marine
- Replies: 9
- Views: 4914
Re: Starcraft - Marine
Thank you for your suggestion suvakas, i will use this method next time, now i am starting to model Worms, thanks god there are no textures, bumps or displacements on this video game characters
- Thu Mar 11, 2010 11:29 pm
- Forum: Finished Artwork
- Topic: Longue Livingroom (update finished)
- Replies: 15
- Views: 11126
Re: Longue Livingroom (update soon)
Really amazing !!!
- Thu Mar 11, 2010 5:14 am
- Forum: Finished Artwork
- Topic: Starcraft - Marine
- Replies: 9
- Views: 4914
Re: Starcraft - Marine
That mesh is waaaay too hi rez for what it looks like. Subdivision is much faster within Indigo iitself, so if you were to use a low-poly base and some displacement and bump textures, you'll cut that export/rendering time down by a LOT. 24 million polys is way too much for what you're showing us. W...
- Thu Mar 11, 2010 5:06 am
- Forum: Finished Artwork
- Topic: Starcraft - Marine
- Replies: 9
- Views: 4914
Re: Starcraft - Marine
I'm not familiar with zbrush, but the difference between bump/normal and displacement is, that displacement changes the actual geometry, but bump/normal maps are just faking it. Usual work flow with those sculpting programs is, that you sculpt your high resolution mesh, then export a lower resoluti...
- Wed Mar 10, 2010 6:19 am
- Forum: Finished Artwork
- Topic: Starcraft - Marine
- Replies: 9
- Views: 4914
Starcraft - Marine
Hi all !!! This is my first big project, I am a Starcraft fan so i decided to draw a Marine... I sculpted all of the details in ZBrush without using 3ds Max, only lightbulbs and eyes were made with 3ds Max 2010. There are also some post-production adjustments with Photoshop, eyes, background blur an...
- Wed Mar 10, 2010 4:49 am
- Forum: 3D Studio MAX
- Topic: Indigo UV problem
- Replies: 8
- Views: 5160
Re: Indigo UV problem
You dont have to add this feature just for me
- Sat Mar 06, 2010 12:33 am
- Forum: Finished Artwork
- Topic: Birthday gift
- Replies: 4
- Views: 3581
Re: Birthday gift
Teşekkürleeeer ))tungee wrote:Tebrikler !
Güzel calisma!
(Thank youuuu :p)
- Wed Mar 03, 2010 3:09 am
- Forum: 3D Studio MAX
- Topic: Indigo UV problem
- Replies: 8
- Views: 5160
Re: Indigo UV problem
in z-brush re-export your texture but make sure you select flip vertical first. then you shouldn't need to rotate or tweak anything in indigo or your exporter. Wow !!! So simple solution, thank you FakeShamus !!! It worked... suvakas , when i import my obj to 3ds Max, its textures come upside down....