it seems like if the leg-armor had pattern like the shoulder armor, it would make more sense. leave the center area (belt) unique also - very sharp edges on linear forms (the straight lines with hard edges) compared to the soft body rendering. it's inconsistent. suggestion: make the face brighter
I use the snapshot folder and my images are stored in .exr format but I would rather them to be .png or something similar. I can store them manually with save as, but that would be tedious. And the worst part is that the .exr format comes with linear color management which I don't like for quick previewing my snapshots.
Easiest way is just disable gamma correction completely. However then you're working in linear, and some controls will inherit the color profile stored in the file. Not great. Next easiest way is to set the gamma override in the image loader dialog. This is per bitmap, but works fine. I bet there's a maxscript for…
Can someone please explain to me why the UVs for the Linear wire in Interactive Groom look like this when I convert them to Polygons? I should be getting perfect squares on my checkerboard not rectangles. This tutorial doesn't really explain the UVs at 7:30.…
Hey guys, so I've been trying to paint directly onto my mesh, but it doesn't seem like layer styles like linear dodge affect paint layers? I'm currently trying to paint highlights real-time, but they're showing up like what it would look like if the layer was "normal". Any suggestions? :0
if you want something to just pop into the world then yeh set visibility is the way to do it. If you want to change opacity to something translucent then using the material parameters is the best way to do it. if you want to use linear interpolation (lerps) to transition between opacity values then you can use timelines to…
this is really nice! I actually like the latest lighting changes, minus the really dark corners. you could try lighten up darkest areas by adding a point light with no cast shadows and quadratic falloff set to off, light exponent of 2 to get a very linear falloff, and very low intensity value.
into the uv space you should try to linear straight the barrel and even the ropes, here's an old thread from Jeremy Klein that might help you understand what i'm talking about http://www.polycount.com/forum/showpost.php?p=1875662&postcount=7814 even so it will help you tighten the uv space
Hm, I remember hearing claims that bones are actually less ressource draining than vertex animation (less animation data, one matrix transformation per bone rather than one linear interpolation per vertex) and consoles cannot handle vertex animation but I guess that was talking about current gen...
also, @PixelMasher , thousands of free keys? we sent out maybe a hundred... would you say that's waaaay too few? I suppose it kind of depends on the game. In our case, its a linear turn-based strategy game. Very niche, and a more antiquated game design in that it's one-and-done experience.