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Found 102 results

  1. From the album: Noctua NH-D14

    SubD modelling: Nvil, Houdini Texturing: 3D-Coat 4.5 BETA Rendering: Houdini (Mantra) Post: Houdini, Photoshop.

    © Artur J. Żarek, 2015

  2. From the album: Noctua NH-D14

    SubD modelling: Nvil, Houdini Texturing: 3D-Coat 4.5 BETA Rendering: Houdini (Mantra) Post: Houdini, Photoshop.

    © Artur J. Żarek, 2015

  3. From the album: Nuts and bolts

    All UVs and textures (with the exception of the floor) were done in 3D-Coat V4.5 BETA. Objects were modelled in NVil/Houdini and the scene was rendered in Mantra. Postprocessing: Houdini.

    © Artur J. Żarek (2015)

  4. ajz3d

    Detail shot C

    From the album: Nuts and bolts

    © Artur J. Żarek, 2015

  5. ajz3d

    Detail shot B

    From the album: Nuts and bolts

    © Artur J. Żarek, 2015

  6. ajz3d

    Detail shot A

    From the album: Nuts and bolts

    © Artur J. Żarek, 2015

  7. ajz3d

    Master shot B

    From the album: Nuts and bolts

    This was tricky. I really liked the shot, but it revealed an awful seam in the pattern of the floor, on the leftmost side of the frame. I had to come up with something to cover it and ended up with a scanned NH-D14's user's manual. That's an awesome CPU cooler, by the way. I recommend it to anyone with a compatible CPU. Quiet (low-RPM) yet very powerful - thanks to a huge heat dispersion surface of radiator ribs.

    © Artur J. Żarek, 2015

  8. ajz3d

    Master shot A

    From the album: Nuts and bolts

    © Artur J. Żarek, 2015

  9. benk

    pbr glass

    Does anyone know of a method to construct a pbr glass material in 3D coat? Thanks for any advice, bk
  10. Wow, I have to say- very impressed with the PBR material default set ups. I have yet to transfer the maps to my final render but the 3D Coat stuff looks stunning and nice and idiot proof (just the way I like it). Nice work guys - I look forward to when this all comes out in 4.5.
  11. slavademen

    Pbr test 1

    From the album: My PBR test in Cryengine

    Cryengine render

    © slavademen

  12. slavademen

    Pbr test 9

    From the album: My PBR test in Cryengine

    3D-Coat viewport

    © slavademen

  13. slavademen

    Pbr test 8

    From the album: My PBR test in Cryengine

    3D-Coat viewport

    © slavademen

  14. slavademen

    Pbr test 7

    From the album: My PBR test in Cryengine

    3D-Coat viewport

    © slavademen

  15. slavademen

    Pbr test 6

    From the album: My PBR test in Cryengine

    Cryengine render

    © slavademen

  16. slavademen

    Pbr test 5

    From the album: My PBR test in Cryengine

    Cryengine render

    © slavademen

  17. slavademen

    Pbr test 4

    From the album: My PBR test in Cryengine

    Cryengine render

    © slavademen

  18. slavademen

    Pbr test 3

    From the album: My PBR test in Cryengine

    Cryengine render

    © slavademen

  19. slavademen

    Pbr test 2

    From the album: My PBR test in Cryengine

    Cryengine render

    © slavademen

  20. giovannyarce

    Sharing custom PBR materials

    Hello guys, I ask here because I cant anything in the forum related to this. There is any thread where people are sharing their custom PBR materials?
  21. I found this pretty neat website on siggraph project documents about different methods of capturing normals, albedos, speculars, and other stuff, from surfaces. So... i was thinking... is it possible to actually get real-world readings with just a camera, a linear polarized filter, a black box, sequential hemispherical lighting on all 360 degree? What i mean is, taking a picture from a polarized camera thats 90 degrees aiming down to the surface, and each picture will have a different lighting value. Then with some editing, recreate all the maps? Or is it more complicated than this? http://www.pauldebevec.com/index.html
  22. From the album: Weapons and more

    Only used the 3D-Coat
  23. Grimmy

    PBR Texture Export

    Hi, I just ran a test with the new PBR materials and exported my model and textures to an FBX. 3 textures got exported (diffuse, gloss and nmap) but when I load up the textures in an external program the diffuse is completely black. Is that right? I'm completely new to this 'physically based' world, so any help is welcome. Cheers
  24. Im having this issue where i cant really see what im doing because the viewport and the render room, is not showing me the correct visual representation of the PBR material. In contrast, the PBR Material Previewer works wonders and it looks how it is supposed to. Is this an BETA problem or is it just me? I added a picture of what i mean as an attachment. Yes, i have tried everything and read everything, even work with the lights!
  25. Malo

    Little help with PBR Material

    Hello I need some little advice to create a pbr material weathering effect. In Substance Designer there is a effect that is called ground dirt. What it does is realy simple, it makes an object dirty from bottom to top, and gets smoothed and loose opacity at the top. Like this, please ignore the colors, i know they are ugly. Now i have tried to rebuild this weathering effect with the new material editor, but i cant get it to work. My result This is the closest i could reach. Another shot with a different object. The main problem is the calculation more on bottom. Take a look into the Cube Picture from 3d coat. It looks like it calculates every face that is placed in XZ direction and then caluclates upwards in Y. You see it in the small cubes on the side. The inner upper part have dirt, but on the lower part it is clean. Or take a look into the monster picture. The feet are dirty, but not at the top, and then the body gets dirty again. It looks like the more on bottom option dont calculate the complede object, it calculates more the XZ faces and then it move the material up. It is nice for leaks but not for my dirt effect. Did anybody have an idea how i could create a ground dirt effect like that in substance designer or painter? Cheers Malo
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