In this series of Turbo Tips, we’re giving you an in-depth guide to regular V-Ray Material. We’ll cover the theory behind many of the features of the material and give you specific examples of settings and tricks to use. While the example images are from 3ds Max, the same concepts and settings can be used in V-Ray for Maya. The …
TurboTips: An In-Depth Look at Falloff Maps
Falloff maps are an extremely powerful tool for artists to utilize when creating procedural shaders. They are essential when trying to create any realistic shader that is reflective or has color changing properties like chrome, metals, and pearlescent paint. In order to use Falloff maps effectively, it is important to understand how the map works. In this week’s edition of …
TurboTips: Scene Optimizations & Best Practices, Part 4
It is very easy to zone out and work away without thinking about your scene, naming, or organization. Before you know it, you have a few dozen cloned objects named Box#### or a Material Editor full of textures named # – Default, and if you take a break, you may not always remember what’s what, or what’s applied to where. …
Artists’ Newsletter | February 2014
In this issue… Not So “Generic” Post Thought It Was Real: An Update Featured Image Takes to the Slopes File Naming & Feature Graph #TurboTips File Naming & Feature Graph Did you know that how you name your published assets can impact how they show up in search results on TurboSquid? As we roll out our new category system, Feature …
Not So “Generic” Post
I’ve been asked my opinion on one of our competitors going “Generic”. My first thought was that it was an interesting choice of words on their part. TurboSquid is an ardent supporter of fair use of 3D models, and that will not change. We will continue refining our handling of cases, how we label items, and so on. I personally …
TurboTips: Scene Optimizations & Best Practices, Part 3
For viewport navigation, grouping and selection sets are the way to go. Both can be as big or small as you want. Like layers, groups are retained when merging scenes, while selections are saved per scene. This is the third part of our four-part series on Scene Optimizations and Best Practices. For our purposes, we are demonstrating below with screen shots …