Thanks! Honestly, the only way it can get in Dota is if I revisit it which I sort of want to do later. Love the little design I came up with. Finally did a paintover concept for B. While I and a bunch of other people liked F, it didn't really feel like Omniknight. Maybe for Axe, but my quick paint overs just didn't feel…
I didn't know about deselecting using CTRL. Normally, I just click outside of the stack and it's enough. That's 1 out of 2 resolved, then. :) About the other issue. It just happened again, just to confirm I'm not hallucinating this, because it's so weird and befuddling every time... So I was in Folder B. Then I left Quixel…
Huh? I'm completely confused as to what your goal is right now... Do you a) want to bring an already existing animation from the game into Maya b) make a custom animation on an existing skeleton in Maya Solution to a) import FBX files from the zip that you downloaded into Max, decompile the animation you want from the game…
AFAIK that won't work. B&W is really a photographer tool, for converting color photographs to greyscale while maintaining or improving composition by allowing you to weight color channels so that some colors are darker/lighter than others by using the sliders. It has presets for mimicking colored camera lens filters for…
Well if you are talking a regular normal map integration your typical range will be from -1 to +1 on the channels, so length is a little issue. What I would suggest is to leverage the blue channel as a multiplier for the length. ie L[r+g] = 1 B = 0-1 * MaxRiverFlowSpeed So the force or speed of the river at any given pixel…
This is what I do, except I use R, G, and B (and sometimes CMY if its a very complex piece, although this means I lose some fidelity) since I can use each channel as a mask and get better looking edges than the magic wand. It's especially useful for very fine details. Once I get into photoshop I run an action that…
So THAT's what OpenGL does with the fourth column! I disagree on the hierarchy depth of the skeleton, since hierarchies are usually handled recursively each bone matrix would be computated only once and would require only one multiplication (local matrix multiplied with parent matrix) to do so. The root bone would still…
I would push it further than life is strange did it, but still notice how the shadow beneath his chin is reddish hue instead of the darker brown: Even here - the red from the cheek is almost the same hue as around her jawline: You can see it a lot more pronounced here in Spiderman. Especially the ears, but also nostrils…
There are two issues here. 1. I'll be honest I'm not sure what your uniqueifyArray function is doing. However, there is already a command to make a unique array so we don't need it. makeuniquearray <array> 2. The other issue is that just because 2 materials share a name doesn't make them the same. The following command…