Assuming you pulled the specular value from the slider, not the color picker, that is working as expected. The specular slider is in linear space, while specular textures load as sRGB(gamma space) by default. If you enter your value with the color input and then copy the hex value, that should match up as both the color…
Thanks to everyone who has been emailing us! Here are our current needs at the moment: 3D artist to create original alien landscapes for our game maps. The maps consist of hex tiles and would be viewed from above (although players can zoom in and out to a limited degree). We would also need the artist to be able to be…
Do they not open in any ver of nifskope? (maybe you need an old ver or to hex edit the ver num of kfm or some annoying af thing) The only reason to use the civ4 anim tools is if you are animating and exporting in max. It won't let you import anything. It's one way. That was nearly all superceded, in terms of exporting at…
Stradigos, that site seems to map to 360 degrees correctly unlike that weirdo kuler.com site. Thanks for that link, it outputs hex values which I can use in Photoshop to build my own painter's wheel. Vailias, my question is more what is the math difference behind Photoshop's RGB wheel vs http://colorschemedesigner.com/…
I've added a strong, Oni warrior to the roster. Princess rivalrs with their Knights. Pif with her light powers has a knight with dark powers, while her rival has Hex powers, who is accompanied by a knight who uses Holy powers. A Ninja and a mage. Some art I did of when I was using a different style, although some of the…
For the moment the sky is very distracting as well to me. It could be that a space background will work better or a night sky. Most of it I think come from the hex pattern (dark and noisy) versus the clear brighter sky. Also for the moment lighting wise you have a ton of equally bright light sources - granted you already…
xNormal's bent normal maps are identical to its object space normal maps down to the pixel hex code. Here's a bake: I haven't really messed around with the bake settings for the bent normal maps, as I have never found a reason to, nor have I ever had the need of a "true" bent normal map. It's possible xNormal does bake…
I did try to adjust the ray distance in xNormal. I have found it has a way of smearing and cracking your padding, at least out of max your padding is close to something usable. So... @#$%^& xNormal, and @#$%^& 3DsMax. In the end the effect was achieved in Crazybump. I spent a LONG time making that high-poly. And HOURS…
Thanks for the feedback and reference! The further I dug into the Infinite Warefare weaponry, the more I noticed the grip wear was more "spread out" and subtle like you recommended. I tried to mimic that in the new images. I also noticed some micro-patterns on the surfaces of some of the weapons, so I've added a hex…
I've sometimes had success with a brutish method in a hex editor. I'll scroll down to the bottom and see if there's some obvious corruption, like thousands of repeated zeros or something where I'd expect to see some data. Delete all that, maybe pull a footer from a working file if things don't appear too complicated and…