Thursday, 12 March 2020

HOW TO BAKE ANIMATIONS FROM 3DS MAX INT

HOW TO BAKE ANIMATIONS FROM 3DS MAX INT
https://www.youtube.com/watch?v=H3SCSPmKXCs
3ds Max Top Tip: Exporting Animations out of 3ds Max for Game Engines
-ANIMAL RIG(custom)

STEPS:
select all relevant visible mesh, bones, ctrls
export selected
name it
animation > check
bake animation > check
set time range
set step(1 is every frame)
CHECK resample all
embed media > check(if no textures have been created

* for mystique,
eyes are working fine, no need to fix pivot orientaiton
to fix weird skirt: make sure to turn OFF turbosmooth
to fix missing facial animations: export with CTRLS, use the MOTION COLLAPSING method
to fix missing morph targets:



*skin has to be the highest modifier in the stack for your polys, that means need to find a way to turbosmooth INSIDE unity

OPTIONS THAT DONT WORK:
-https://italolelis.com/posts/unity3d-smooth-mesh/(DOESNT WORK)
-the Catmull-Clark Mesh Subdivision script on the asset store

OPTIONS THAT MAY WORK:
-https://forum.unity.com/threads/in2unity-geomtry-vertex-animation-export-from-3dsmax.99340/(only 400 verts, will create helper per vert)
-https://www.youtube.com/watch?v=BCsjGyx68os(point chache)
-https://github.com/unity3d-jp/AlembicForUnity(used for ADAM)




-shell still works but looks a bit different




links to look at:
https://www.youtube.com/watch?v=LrmZ4aeNmq8











------------------------------
try using point cache
NOPE ITS $150 fuck that

HOW TO EXPORT FBX FROM UNITY WITH MATERIALS

HOW TO EXPORT FBX FROM UNITY WITH MATERIALS

download export fbx package:
Window > Package Manager > All > find the fbx exporter


export settings:
name: <anything>
path: (create a folder in assets so you can see what the needed files are)
options:
format: ASCII
include: models only
LOD level: All
Obj pos: Local Pivot(will import position at 0) / World Absolute (will import position at where it is in Unity)
Skin mesh: off
cmp name: on
expt unren: on

findings:
*local pivot means object will disregard position in Unity

transferred properties:
material name(?) NEED TO CHECK
diffuse color
diffuse texture map
position in world if choose "World Absolute"

cube tests.meta is the folder

material is linked from folder in assets you created earlier, in the unity project folders

import to edit mesh into 3dsmax

WHY MIRROR DOESNT WORK FOR RIGGING

WHY MIRROR DOESNT WORK

coz you didnt add the tail bones

sometimes need to remake mesh by creating box and attatching old one


 need to mirror when they are symmetrical NOt always

How to manually bake rolling door animation

How to manually bake rolling door animation:

use the percentage slider to make the door animate
*if you want the door to ease in/out, leave it as it is.
*if you want the movement to be constant, go to curve editor, open the 'space warps' tab and make it linear.

duplicate door
give it suffix "_ANIM"
collapse the path deform
add morpher modifier
(this is the one thats going to be exported with the animation)

duplicate by array door so you have 6 copies(7 total)
rename
give them suffix "00_MT_"
(these are the morph targets)

select _ANIM frames
graph editors > curve editor
modified object > morpher
select frames
make them linear

how to make rolling animation in 3ds max

how to make rolling animation in 3ds max

make a helix
make its height 0
(so its flat)


rotate it to make sure tail is at the bottom
duplicate it to make other side roll too
convert to editable spline
attatch the other one
connect the two tails

create a new plane
subdivide it to form the grills
apply World Space Deformer: Path Deform Binding
pick path: the spline
***press 'move to path' button***
adjust rotation field to make sure it looks right
-in 90 degree increments
'percentage' field will adjust how much you want it to roll

add width and width segments to make it longer and smoother

TO ANIMATE garage door roll:
-move the pivot of the plane

OR

-animate the percent field


TO ANIMATE carpet roll:
turn on autokey
go to editable spline
animate the vertices of the spline and the plane should follow

HOW TO USE SLATE MATERIAL EDITOR IN MAX






materials in max

why is it red? means visible in the viewport

how to hide all from slate editor viewport?



good tips
move children button
layout horizontal or vertical

HOW TO STOP SCENE FROM JUMPING WHEN MODELLING:

HOW TO STOP SCENE FROM JUMPING WHEN MODELLING:

Go to: C:\Program Files\Autodesk\3ds Max 2017\stdplugs

Rename "AutoCamMax.gup" to "AutoCamMax.gup.bak"

DONE!





*note: this will remove viewcube





Why it happens:
scene too big. need to preserve memory. somehow it does this by moving viewport for some unknown reason.

HOW TO REEAAAAAALLY BAKE ANIMATIONS IN MAX

-------------------------------MOTION COLLAPSING-------------------------------

HOW TO REEAAAAAALLY BAKE ANIMATIONS IN MAX
*what bake means here is every single frame is keyed
this solves animation problems that might occur in unity

Select all objects you want to be baked
click motion button [((O] > trajectories > Sample Range:
set start time and end time in frames
samples: set to total number of frames(including first one) (EndTime - StartTime + 1)

COLLAPSE

export as fbx


*note - will only bake poses. facial animations and morph targets wont be carried over











-------------------------------CLOTH BAKING-------------------------------


be on first frame

apply cloth modifier AT THE TOP

obj properties > select mesh > make mesh a cloth > OK

cloth down arrow > group > select all verts > make group

DONT CLICK ANYYYYTHINGGGG
when group is selected in table AND viewport > preserve

come back to cloth, simulated frames should say 1

cloth > simulation > simulate

animation should play normally

create keys > yes ( will collapse mesh)

hide/delete bones

now you have animated mesh(DO NOT CONVERT TO EDIT POLY)


*note - cant be played in UNITY, which is the whole point

HOW TO PAINT WEIGHTS / SKIN IN MAX

WAY #1:


HOW TO PAINT WEIGHTS:
https://www.youtube.com/watch?v=tP0s8VHy0CU

*CHECKING Paint Blend Weights will 'blur' the gradient

keep stregth between 1 and 0

to erase weight, press alt while you brush


adjust size: Shift + Ctrl + Clickdrag Up/down
adjust strength: Shift + Alt + Clickdrag Up/down



BLENDING should be at strength 1
ADDING should be at strength 0.2




TIPS:
for elbow/knee
more red where its at
more orange where it folds in on itself
imagine from side view, the red/yellow gradient is diagonal













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WAY #2:


https://www.youtube.com/watch?v=_6vtUyKafbA

how to skin the INDIAN way:

keep default skinning, BUT remove the bones you dont want to be affected.
select all verts you DONT want
go to weight tool
press '0'
eg:
-legs

SHOULDER:
then paint weights

make sure shoulder is shrugged to adjust spine, clavicle and shoulder


FINGER:
do the way you're used to


If changes are made to the model thats aren't so big:
RHS > advanced params > uncheck 'always deform'
THEN EDIT YOUR MODEL
once you're done, switch 'always deform' back on






---------------------------------
HOW TO BIND MESH TO ANOTHER MESH:
(usually for clothes with collars and shit)

select shirt
Apply skin wrap modifier
deformation engine: face deformation
at the bottom: CHECK weight all points
params > add > select body mesh thats already skinned
(sometimes normals will misbehave but thats fine)
once happy: press 'convert to skin' button
will create 'skin' modifier
will deactivate(but not delete) skin wrap

if normals are STILL misbehaving:
add 'edit normals' modifier
drag below 'skin'
click 'unify' button



---------------------------------
HOW TO BIND HARD MESH TO ANOTHER MESH:
(usually for buttons or buckles)

use this script:
www.aarondabelow.com/v1/pages/maxscript/maxscript-rivet_point.html
















----------------------------------------------------------------------------------------















WAY #3:


how to skin the white man with a cat way:
https://www.youtube.com/watch?v=QSzWg7aF5Zw


model DOESNT have to be symmetrical, but should have a 'naked' version which is, and is easy to mirror
ie, need to have edge loops and clear topology, no collars/buttons/loose pants





---------------------------------

STEPS:
have rig in place
select mesh > add skin modifier
add bones
edit envelopes
CHECK select vertices
weight tool

weight '1' on hips/pelvis

LEG:
start with leg
grow # of vertices
select leg bone
low value: '.1'
shink selection, increase value





---------------------------------
HOW TO COPY WEIGHTS FROM 1 SIDE TO THE NEXT:

RHS> mirror mode
make sure mirror plane is correct
pate blue to green(or whatever side you worked on)

if you just want a few:
select the verts you wanna copypaste
Mirror paste


WHY MIRROR DOESNT WORK:

coz you didnt add the tail bones

sometimes need to remake mesh by creating box and attatching old one

need to mirror when they are symmetrical NOt always



---------------------------------
HOW TO SMOOTH OUT PROBLEM AREAS:

select problem region
grow selection
add value '+'
shink it
add value '+'

do again and again until you have a nice gradient




add value '+'






---------------------------------
HOW TO BIND MESH TO ANOTHER MESH:
(usually for clothes with collars and shit)

select shirt
Apply skin wrap modifier
deformation engine: face deformation
at the bottom: CHECK weight all points
params > add > select body mesh thats already skinned
(sometimes normals will misbehave but thats fine)
once happy: press 'convert to skin' button
will create 'skin' modifier
will deactivate(but not delete) skin wrap
note: object cannot be an instanced thing

if normals are STILL misbehaving:
add 'edit normals' modifier
drag below 'skin'
click 'unify' button





---------------------------------
HOW TO BIND HARD MESH TO ANOTHER MESH:
(usually for buttons or buckles)

use this script:
www.aarondabelow.com/v1/pages/maxscript/maxscript-rivet_point.html




HOW TO MAKE SIMPLE POSTER IN ILLUSTRATOR

illustrator poster basics

more settings for a1, a2, a3, a4 size
set to CMYK and 3mm bleed for print

M for rectangle tool
Shift+x to change fill rect to stroke rect

select rect and image > RMB > clipping mask
 to lock: object > lock > selection



ADD EFFCTS:
P for pen tool
draw shape
Shift for vert, 45 deg or horz snap

to fill: LHS > solid square button below color selection squares

select color while its still selected

to make transparent: RHS > two circles slightly overlapped button > change blend mode




ADD SHADOW:
pen tool > draw shape
instead of solid square, select gradient square
select arrow(dir selection) to adjust anchor pts of shape

ADJUST GRADIENT:
RHS > Gradient button > change values to CMYK
change both sides to BLACK
change the amount of shadow so it looks good
LHS > gradient tool > draw the gradient direction
once side has to be 0% opacity

ADD LINE:
use pen tool
dont join them
make sure stroke box has color
can choose cap style(quare or round) in RHS 3lines button

alt+clickdrag to duplicate
ctrl+D to duplicate last action

HOW TO MAKE SCANLINE RENDER WITH DEFAULT LIGHTS AFTER CREATING LIGHTS

HOW TO MAKE SCANLINE RENDER WITH DEFAULT LIGHTS AFTER CREATING LIGHTS

press 8
<no exposure control>
RENDERRRRR

HOW TO MAKE HAIR

HOW TO MAKE HAIR

make shell of hair based on head mesh
*try not to use symmetry modifier, this way you can copy the skin and morpher modifiers
*make MORE than what you need
obj properties: make it unrenderable



turbosmooth 2x, this way your paint can be more detailed

add modififer: VertexPaint
VertexPaint panel > CLICK first coloured box
CLICK paint bucket button to fill everything BLACK
CLICK brush button
paint in WHITE
vertex mode
select parts you wanna paint
paint actual hair origins
soften with GREY

you can also select vertices and FILL
use soft selection to get it smoother




check map channel, set to 10

material editor > GET MATERIAL BUTTON(at the most left of the row) > vertex color

map channel, set to 10



select hair mesh
add modifier: Hair and Fur(WSM)
General Properties:
adjust:
Root thick to 2
Tip thick to 2
Density slot: DRAG the vertex color material into this slot(INSTANCE)
Random scale to 0


Frizz Parameters
Frizz root & tip to 0


Selection: the first squiggly line one
then Utilities: Attentuate button(top left) this will shorten hair

Styling: click arrow button(right)

side view:
lasso select eyebrows, make selection group
selection > selection utilities > Hide selected(btm left)

do same for sides, bak, top, moustache, goatee and muttonchops

it might be hard to select the groups, so change the scale and hit attentuate button to shorten/lengthen the hair

if its really hard, then separate the hair meshes












selction utilities > show hidden
front view
split them into left and right now

select moustache group
styling > hair brush button(leftmost)
selection > select hair by ends(leftmost)





SWITCH TO SIDE VIEW

select moustache group

styling: scale(btm right)
make hair shorter

styling: translate(topleft)
comb it DOWN

zoom in and out using scroll wheel
make sure to check front side and 3/4 top to see if hair looks right




once done, change root and trim to 1 and 1

render effects (press 8)
effects > hair and fur > hairs > mr prim
voxel res: 1

make new material
mental ray : mental ray
surface > muhHair for max(missing)


modifier panel: mr params:
apply mr shader > drag your material into this slot

(if you render now, hair is wispy)

add a 0 to your hair count


vertext paint WHITE when you want it more frizzy, then make a vertetx color texture on the same channel, PASTE that material into your hair fizz slots and see what happens!

you can also put vertexpaint color maps into a hair scale or hair density slot, so you can make things like drake hairstyle without even adjusting scale of hair with the brush!




cut length vs scale = this mainly affects hair tip color!

for that FRESH FADE, put map in cutlenght slot
also, put it in the frizz, otherwise it looks TOO straight
for black ppl, hair is thicker, so up the root scale


frizz tip vs frizz root
if only frizz root, it makes hair look like water when it's short.
use combo of both, but lesser of the tip.

Material Params:
also turn apecular and glossy down
change the tint color to a lighter saturated version of root color



HOW TO MAKE FACIAL RIG THE FAIZAL WAY

HOW TO MAKE FACIAL RIG THE FAIZAL WAY

FUCK IT JUST MOVE THE BONE ENDS BUT CREATE SNAP-TO OBJECTS IF YOU FUCK UP












the virgin way:
use POSITION constrains for face features (bone ends)
-this way you can move them in and out too!
-still cant rotate, but its ok
-make sure you set them before you move them out of position
-dont delet halfway

use ORIENTATION contraint for bone link

add ORIENTATION contraint to the closest to nose bridge eyebrows and half to the 2nd closest

-link the BoneEnds to the CTRLS
make CTRL_HOLDERS so you can always snap them back into place
-lock their positions in link info so you dont move them, NOT FREEZE

Heirachy:
Bip_Head > Facial CTRLS _ CTRL_Holders > Ctrls

some stuff like eye grow still need morph targets


*make sure that eyebrows flow with topology of mesh, easier to weight that way
*-that way you can use skin bind if you weight the skin properly first!!!

HOW TO MAKE 3DS max viewport look like EEVEE from Blender

HOW TO MAKE 3DS max viewport EEVEE "Style"

https://www.youtube.com/watch?v=Oc8aSyPVbac

MAKE SURE materials are set to realistic in VP
best to have physical materials
no composite

set VP to HQ shading
make photometric target lights
enable shadows
increase shadow map params (optional)
change to rectangles
make size about portrait size


reflections
press 8
make a HDRI map
*MAAAAAP not texture
check use map

[+] > configure viewports > bg
CHECK use enviro bg > ok

can adjust shadows and AO but i dont wanna

HOW TO MAKE BG ILLUMINATE SCENE(only in max)
turn off lights
add dome light
standard > skylight
skylight params > use scene envirrnment
if too dark, increase multiplier value(30 is good)

HOW TO COPY WEIGHTS

HOW TO COPY WEIGHTS:
select biped
turn ON figure modej

select mesh to be weighted
add 'skin wrap' modifier
add> rigged model
deformation engine: face deformation
CHECK weight all points
convert to skin
delete skin wrap modifier
   
will it work with different topology? lets find out!!








make a sun roof
make the visual cues

HOW TO FIX POINTS THAT ARE WEIGHTED TO TWIST BONES

*animate elbows and knees to test

how to fix wrists and ankles in police/terrorist
remove twist bones from mesh
top
gloves

pants
boots
assign value 1 to forearms/legs

delete animation

HOW TO CONVERT BVH FROM MVN TO BIP FOR MAX

export as BVH

options > prefs> BVH
frame sampling: 0(for 120 fps)
Tpose? YES
output: 3ds max
outputunit: cm

save + close



file > export > selection




MAX

Create Biped(reference)

Select BIP

Go to Motion > Motion capture

choose your BVH

INTHEPOP-UP:
can change scale
IMPORTANT to keep knee elbow angles CHECKED







click ref biped

motion > biped > save motion button
CHECK save segment at current position and rotation
set range(stopwatch, first icon below 'to' field)
THIS SAVES IT AS A BIP FILE


NOW IMPORT/OPEN YOUR ALREADY MADE CHARACTER



click YOUR ALREADY MADE CHARACTER biped

motion > motion capture > load
choose your BIP
same popup, same settings

HOW TO CONVERT BONES TO BIPED FOR MAX

youtube referal link:
https://www.youtube.com/watch?v=7Lr33HA5IvY

script download:
http://cafe.naver.com/pinksox/6064


--------------------------------------------------


in max:
open schematic view
adjust something in heirachy

open the scene with the static character pose in it

create a biped roughly around that size
go to figure mode
create Xtra bones for wings/other sort of bones if needed
create fingers/mitten finger as needed


HERE'S WHERE YOU ADD THE SCRIPT:

dragdrop .ms file into scene
"Sox Fbx to Biped v0.15"


Select bip on fbx
press 'set fbx root"
RMB > Obj Properties: see if user defined has the "soxFbx...=True"
RMB > Hide Selection

Select bip on BIPED
press 'set BIPED root"
RMB > Obj Properties: see if user defined has the "soxFbx...=True"
RMB > Hide Selection

checkbox "autohide after set"

Press + button

do same for pelvis:
Select pelvis on fbx
press 'set fbx"
RMB > Obj Properties: see if user defined has the "soxFbx...=True"

Select pelvis on BIPED
press 'set BIP"
RMB > Obj Properties: see if user defined has the "soxFbx...=True"


do same for spine





----------------------------

ONCE YOURE DONE WITH ALL:
Save As
Unhide all
Select from scene
"*nub"
hide?

In script window:
Sync > Figure Sync
This will align biped with existing fbx skeleton

select all fbx
RMB > Hide
Resize girth of bones NOT HEIGHT
if you do, make sure to hit 'Figure Sync'

once done, go to properties tab > biped > save file





go back to file with animation
create biped
figure mode
load file
choose the .fig


In script window:
scan root
Set root for both fbx and biped
load 'test.stb'
make sure naming is consistent with previous version
use rename function at bottom if not
load again to check

HOW TO CONSTRAIN AND THEN BAKE PROPS TO HAND

HOW TO CONSTRAIN AND THEN BAKE PROPS TO HAND


-create two locators, one worldLOC, one handLOC

-move into position

-parent handLOC to hand

-go to chanel editor

-transitioning the pickup
--start frame - make it world:hand - 1:0
--end frame - make it world:hand - 0:1

-do same for the putdown but in reverse






BAKING

-select the prop

-edit > keys > bake simulation






now you can delete the controllers/locators

-select the objects

-edit > delete (sometimes backspace wont work)

HOW TO CLEAN UP ANIMATION AFTER GETTING MOCAP .BIP ANIMATION FILE



advantages: WHY do this?
TIMING is done naturally - no need to spend hours play testing
POSES are more or less BALANCED - only need minimal adjustment


STEPS:
load your bip file into your biped
-click character biped
-motion > motion capture > load
-choose your BIP


HOW TO CHANGE MUTLIPLE MATERIAL TYPES IN 3DS MAX

HOW TO CHANGE MUTLIPLE MATERIAL TYPES IN 3DS MAX


CHANGE FROM PHYSICAL TO STANDARD MATERIAL SO THAT CAN USE IN MAX

**WITHOUT CHANGING COLOR
(unfortunately have to re-import maps for now)


-----------------------

select all the desired objects in the scene

slate material editor > Material > get from selected





-----------------------

dblclick on first one

RHS > RMB on base color > copy

RMB on material in View1 tab > change material/map type > Choose standard

DBLclick on material > RHS > RMB on Diffuse color > paste

-----------------------





NOW DO SAME FOR ALL

HOW TO BAKE AO PASS IN MENTAL RAY


make sure render settings is set to mr

make the material:
make new material > mental ray > mental ray > OK

basic shaders > surface > none > mental ray > ambient/reflective occlusion




override all materials:
render > render setup OR f10 > processing > material override
press ENABLE
drag drop your AO material into material slot > instance



to adjust the black
M > adjust SPREAD and MAX DISTANCE
2 is good



INCREASE SAMPLES TO MAKE QUALITY NICERR
deafualt is 16
make it around 64

REMEMBER TO HIDE THE SET

REMEMBER TO ADJUST EXPOSURE
press 8 and seeeeeeeee



to make lights not affect scene

turn off all lights

f10 > renderer > Shadows and displacement > shadows > turn off "enable" > turn it back on






-----------------------------------------





FOR RENDER TO TEXTURE IF SUBSTANCE IS BEING A LIL BITCH

HAVE TO COMBINE ALL MESHES PER MATERIAL

HIDE EVERYTHING YOU DONT WANT


press 0(not numpad) for render to texture
also avail under render > render to texture

set output path

projection mapping
tick - enabled projection


if not, customize > preferences > Gamma and LUT > Enable Gamma/LUT COrrection


output> add > normals map

Thursday, 5 March 2020

how to make disks have that X-lighting

two lights

pull out center of disc slightly


make it shinnnnnnnny

how to make a flash animation


in notepad:
write script

on paper:
make character designs

in Ps:
complete drawing
add color
make color pallette

on paper:
storyboard thumbnails
figure out cameras
draw bgs -more detailed


in Ps:
crop all to 16:9 aspect ratio
720p is fine
sequence it in timeline

in audacity:
record voice
record filler sfx
edit FLOW (see it in your mind)

find and add sound effects
fix da flo if needed

in Premiere:
MAKE SURE ITS 24 fps
animatic - include camera movements
find and add music, adjust levels
take note of timing
export the SOUND
---------------------------
make sure prem proj and flash proj is 24 fps
export as mp3

(((now you can't put it in flash directly, idk w hy)))

in audacity:
import file
export as mp3
(((somehow this makes it work in flash)))
---------------------------





in flash:
MAKE SURE ITS 24 fps
1080P
import to flash
*note that flash may stretch timing if not correct play mode

---------------------------
put on separate layer
set sync to stream
---------------------------

*note that flash audio compresses so may have to re-compose movie file
*if gonna upload to yt, gonna have to screen record and re-render with original sound

new layer bg

place bg thumbnails in flash
resize em
DISTRIBUTE TO LAYERS
make em symbols
draw bgs
time it according to animatic - get frame numbers from Premiere(+1 in flash)


draw storyboard
keep lines clean




PRODUCTION:
START FROM SCENE 1 - work chronologically, thi nt be scared

make sure lipsync is on point
after animating a shot COMPLETELY, convert it to a symbol so it's neat
the aim here is ya dont have to animate anymore, coz it gets confusing when you can't edit the sound

figure out camera movements

add a vcam to animate the camera

add a preloader
clicky click to edit the images
using flash 8, so actionscript 2


in premiere:
screen record (OBS or windows+G)
full screen
record it and bring clip to premiere
add the real audio
can hear the difference

how to make texture transparent in max


how to render AO in max

how to paint like WTF tutorial

Lineart
solid lines.  Around 5 pixels wide.

press F5 to make sure everything except smoothing is unchecked. toggle pressure size/opacity with buttons
make sure lineart is closed
create a mask
magic wand sample all
select outside the Lineart
ctrl alt I to inverse
choose your main colour
ctrl backspace to fill with your foreground colour
select and delete any holes in the drawings
adjust tolerance to your liking
choosing your colours
get your main colour fully opaque no transfer brush
paint a rough shape below your Lineart
switch on transfer with pen pressure,
paint over it the different accents
go to colour scheme Web site http://paletton.com/ if you wanna get fancy
if you want to blend it more,  desaturate it,  then adjust the colour balance.
one you're happy with it, create a palette to pick from.

new layer on top of mask layer
alt click space in between layers
now it's a clipping mask
nothing will be painted outside of those lines
paint your colour
if you have clean Lineart, can use the magic wand tool method
select and then ctrl backspace
alt backspace for bg colour
can even make shortcuts with the actions panel mine is F2
select all items of the same nature, paint them, and make them 1 layer. this is so you can have better control over what's what.
object id
use ctrl b or ctrl h to assist balance or hue saturation to your liking.
can also assist opacity to blend it in more,  colour pick, transparency lock, set the opacity back to 100, ctrl backspace to fill
this is so you won't have stay paint lines spewing through

once done with colours, add shading
fast method. black and white
define light source. can be different for each drawing
shadows. ZOOM OUT and block out out!
important to zoom out so you can see the overall look instead of just a portion. you can always refine later.
refine it, change the opacity.


LIGHT. just let it snow.
change the opacity
to make it more lively, use overlay
make a copy, Gaussian blur
can use soft brush, but harder to get consistency


speculars. even more light
depending on the form/texture of your character. bumps on skin, long zigzags on tentacles.
depends on direction of light, in front or back? backlit will pop out more


FZD shadow
soft brush, transfer on, shape dynamics on
paint in a left right fashion, darker where solid touches ground.
horizontal blur, gaussian blur,

how to make normal maps in max






make your simple model, make sure that the sihl is close
unwrap
make the complex model(s)

add modifier 'projection' to the original model
pick the complex model(s)
adjust the cage
WHAT IF turbosmooth?
make sure original object is selected




press 0 for render to texture
also avail under render > render to texture

projection mapping
tick - enabled projection
gamma override 1

if not, customize > preferences > Gamma and LUT > Enable Gamma/LUT COrrection


if you want better quality, make it YUGE, then blur, then shrink down


*its gotta be an arc and design, otherwise, need to flip x




Q & A

is it better to bake normals with symmetry or just half?

HOW TO MAKE DASHED LINES IN PS

select paths

press F5
B
brush tip shape
adjust spacing
F5

make new layer

if its not on B, press B
Enter

make newer layer

ctrl + click pic of work path

ctrl shift i to invert selection



M for marquee


rclick in selection
stroke
make sure width is smaller than prev brush size
ok

ctrl click on layer 2 thumbnail

ctrl shit i to inverse selection

click on layer 1

delete

hide/delete layer 2

WHY IS THERE A PURPLE LINE FOLLOWING MY BRUSH IN PS CC?

THS: Smoothing > turn it down to 0%