I believe it was Stimpack who originally posted this in the tread about a lantern being too green... anyway i copied out this system, as it hauls. Ive only used it once but i think this is what Vig is saying anyway; just thought I would try and keep passing this on. I am copy pasting this from someone else, this is not me;…
Make a small list of items that i need for this Stand alone objects 1. 2 Box's needed 4 Textuers 2. Selling stand 2 textuers 3. Selling stand cover 2 textuers (including stands) 4. Metal pipes (from cliff) 2 textuers 5. Ladder (1 textuer) 6. Well (1 textuer) 7. Tabe (1 textuer) 8. (New) Light post Metal (2 textuers) 9.…
Great day out at my home track for Friday's FP1 - FP2 sessions, 2026 Formula One season opener and must say that these new cars have slimmed down a bit since the FIA regulation changes were promulgated last year so quite a few teething problems teams have yet to sort out but hey from yer average petrol head's POV very very…
Necro bump. Just went back and updated this script so it'd work correctly with newer versions of maya: //RepeatLast Hotkeyer v2if (`window -exists rlHotkey`) deleteUI rlHotkey;window -wh 250 50 -mxb 0 -title "RepeatLast Hotkeyer" rlHotkey;frameLayout -bs "etchedOut" -w 200 -cll 0 -l "Enter Hotkey";formLayout selForm;…
alright, got another little question Trying to get specular to work properly Here is the vtm i'm using to have spec, bump and diffuse. From what i've read to have bump and spec together, you must use the tag "$normalmapalphaenvmapmask" 1 "VertexLitGeneric" { "$basetexture" "PillarDiffuse" "$bumpmap" "pillarNormals2"…
erm if you want to stop a sine wave from going from -1 to 1 and instead have it 0 - 1 (is that what you are talking about? I am not sure.) multiply it by .5, which effectively halves the range of the wave ( -.5 to .5) then add .5 to it to shift the wave up. to change a wave's speed, I believe it has the option to do that…
Getting close to finalizing the block out stage of this environment. I have brought it into unreal from maya so i can start messing around with moss. It has been on my mind for the past week (never done moss before) and i wanted to take a stab at it. This is a quick and dirty attempt just to see if it feels good and will…
i attached a quick Blenders geometry node example that packs all same mat ID UV islands in sort of automated style as rows. it uses material id index to shift UV in U direction each in 1 . So each UV islands having mat ID 1 shifts to 1 , islands with matID2 shifts to 2 etc. They all scales back to 0-1 in the end . I have 4…
Hey people, with some help from the ZBrushCentral community (in particular Mark "TVeyes" that helped me with the most difficult code parts) I managed to perfect the code. In the previous version the WrapMode was not changed for the hardcoded Smooth and Masking brushes: in with this new version the Smooth and Masking…
Hello, @seanwink You’re actually hitting 3 separate problems at once, and they all come from how Unity’s Terrain system expects trees to be set up. See below details 1. Tree sideways In Blender: Ctrl + A → Apply Rotation & Scale Rotate X = -90° OR fix in Unity using a parent prefab 2. Tree half underground Set tree base…