Hey, I'm new to Ddo, I'm used to Mudbox where I just paint over to hide the seam of the UV cut. But in Ddo I don't understand how to do that since it works differently. I read on this forum that there was a Seam Terminator to blur it out or something but I can't find it. thanks
we don't need to bake an object-specific normal map? If you don't have any shading/details to transfer (e.g. no high-poly) it's pointless. But if we put normal decals on our object while texturing, and exporting that would definitely work, right? Sure, that works. However if you are already going for a unique normal map…
I'm generating sprites for a Facebook Game. Using 3ds max 2011 and rendering with mental ray. Did a search on the subject and it seems I need to turn off "pre-multiply"..... where is that or what is the equivalent in 3ds max 2011? I turned on don't antialias against background which seemed to produce no results. I am…
While not exclusively 3D(they do offer 3D training) based training, I've received the choice of getting a month free subscription to one of these, due to my purchase of CS5. And I was hoping to gain some impressions from polycounters who've used either of the services, or even better both of them. The pro's and cons,…
When editing a curve in Maya, the starting and ending CV points are represented by an O and U respectively. Is there a way in MAYA to make them appear larger than their default size? It is important that I know all my curves read left to right O to U. Thanks!
Hello everyone! First time posting on these forums, but have followed them for a little while and really dig the community. Anyhow, I'm at a point in my career where I want to restructure my style and so to make a long story short I want to get more into concepting and hand painted texturing. My goal would be to one day…