Meet Matt Williams, QA Analyst

August 4th, 2014 by

Matt Williams, QA AnalystSince our Squid Tank keeps growing and changing, we think it’s time for another Meet the Squids interview!  In this issue, we’re talking with Matt Williams, a Quality Assurance (QA) Analyst who might belong to TurboSquid’s secret society, The League of Matts.  He also explains just what a QA Analyst does and shows us his favorite model in the TS catalog.

 

Let’s get the elephant out of the room.  With all the Matts in this office, you must have a nickname.  What is it, and how did you get it?

My parents gave me the nickname “Moozer” when I was a baby because I would mooch off of everyone’s plate at the dinner table. I was also an extremely fat baby, like a blob of ooze. So, they put moocher and ooze together and came up with Moozer.

 

You are currently the fifth Matt on the TurboSquid roster.  Is there a League of Matts we don’t know about?  Are you all in a secret pact to work at TS together?  Do you guys have a newsletter?

I’d like to plead the fifth on all accounts.

 

Good answer. (Ed. note: We are onto you guys.)

 

Read the rest of this entry »

What Is Feature Graph?

July 23rd, 2014 by

Feature Graph is a system that we are using to categorize every asset on TurboSquid. This new system not only provides a better search result for assets, but Feature Graph creates better listings and product placement. No longer are you subject to a small set of categories that may or may not accurately describe your model — Feature Graph has over 13,000 categories. Read the rest of this entry »

Artist Spotlight: Andor Kollar

July 16th, 2014 by

blog_preview_Andor-KollarOur new featured image is one great looking male model in every sense of the word.  Its creator, Andor Kollar, is an accomplished CG Supervisor and character artist who believes that his roots in traditional drawing have served him well in making great 3D models.  We were honored to have him answer our Featured Artist Interview, where Andor reflected on what it takes to create expressive art.

 

Andor-Kollar_assets2

Read the rest of this entry »

TurboTips: V-Ray Blend Material, Part 3

June 24th, 2014 by

The following is part of our in-depth guide to the regular V-Ray Blend Material.  It will cover the theory behind many of the features of this material, and will also provide specific examples of settings, as well as tricks to use.  While the images used are from 3ds Max, the same concepts and settings can be used for V-Ray for Maya. The information covered here will be generally useful for V-Ray for C4D, but the blend material acts quite differently in C4D.

Examples & Common Issues with V-Ray Blend Material

 

 

Read the rest of this entry »

TurboTips: V-Ray Blend Material, Part 2

June 17th, 2014 by

Last week, we gave you a little overview of the V-Ray Blend Material.  This week, we have an important question:

When should I use Blend over other types of materials?

1. When there are layered materials, where the base and coat can be seen clearly as different materials.

In the example below, you can see that the wood has a completely different reflection/highlight pattern than the glossy lacquer layer on top.

2. When an object has radically different surface properties in large areas.

In this example photo, it’s easier to create two different shaders for galvanized metal and rust and blend them together, instead of trying to do it all in one material.

3. When the object needs a specific shading effect that is not possible with a simple material.

A good example would be worn and/or slightly dirty metal that has glossy and blurred reflections at the same time.

4. When the shader needs to be easily and quickly modified.

Let’s say you have a rusty, painted metal material with three different types of surfaces: metal, paint, and rust. Theoretically, it would be possible to build elaborate mix maps and custom-painted textures to create all these effects in a single material… but imagine if you need to change the rust pattern. “Oh, yeah, the material looks great, just make it a bit less rusty!” What a nightmare! You would have to go through all the maps and adjust them, one by one, to make this “small” change.

Now imagine that you have 3-layered blend instead (Metal, Paint and Rust layers). Everything is controlled by two simple b&w masks that can be adjusted quickly and easily. This saves a lot of time and is far less frustrating.

 

Next week: we give you some examples and common issues with the V-Ray Blend Material.

This series of tutorials was made with our friends at Viscorbel.

If there are any topics you’d like to see in a future edition of  TurboTips, let us know in the comments below, or Tweet your question to @TurboSquid with hashtag #TurboTips.

TurboTips: V-Ray Blend Material, Part 1

June 9th, 2014 by

The following is an in-depth guide to the regular V-Ray Blend Material.  It will cover the theory behind many of the features of this material, and will also provide specific examples of settings, as well as tricks to use.  While the images used are from 3ds Max, the same concepts and settings can be used for V-Ray for Maya. The information covered here will be generally useful for V-Ray for C4D, but the blend material acts quite differently in C4D.

Introduction

The V-Ray Blend Material could be best described as a utility material. It does not have any shading options, so it combines multiple other shaders in different ways.

 

Read the rest of this entry »

Terms of Use Privacy Policy Site Map © 2013 TurboSquid