DyneRR – Dynamic RenderRegion for Modo – Released

Hi everyone. Here is an assembly that may speed up your rendering with ease and with affordability. Available on my Gumroad page. https://vimeo.com/239423446 (New tools will come soon aside of this first product.) --------------------------------> UPDATE 1.5 <-------------------------------- Even more simple to connect the nodes. Camera to DyneRR with only one Node now (Thanks to Simon... Lire la Suite →

my humble contribution through bug reports on Modo 11.

Foundry Dev Team is aware of those things, just to keep informed Modo users. I hope they will be fixed soon. Bug 55319 - Let users add grouped mesh items to the sources of MergeMeshOps Bug 55386 - [Regression] Bake to Render Output from Shared UV Map causes Incorrect Results via Network Rendering Bug 55429... Lire la Suite →

Working at Extriple: infuse a new step to AR/VR creativity

First of all, i've didn't talk a lot about my new job at Extriple and that's all about i'm posting today. I've join the team in June 2015 at first for a Freelance work and then started a full time job to their office 3 month later. Working in a Korean company is a great... Lire la Suite →

About the Decisive Importance of Baking 16 Bit Normal Map in Modo when working with Quixel Suite or for any PBR oriented Workflow

So I've dig a bit more on the workflow to make good PBR ready Assets to be used in Unity or any tool as MarmosetToolbag. QuixelSuite 2 have came out since a few days at that time. As far as i remember, I've got plenty of bugs and issue trying to use correctly Normalmap. and... Lire la Suite →

IPackThat & Modo Flavor.

Having so much fun with the "Copy/Paste UV position" in Modo 901 and IPackThat. It's been a long time since i wait for that features in Modo, as it's in Maya since a long time ("Transfert Data"). With IPack That on the side, it's so sweet and quick to layout UV's perfectly. Also Color's UI... Lire la Suite →

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