Awesome, thanks Eric this is exactly what I was looking for. Does the Wiki have any information on material/detail/dirt masking? I would love to adapt that more into my workflow if I can.
Well, Wind Waker is the best Zelda game cus dem waves and oceans... Agree with Eric on the particles, though of course this is looking rad. You picked a very pretty subject with this project sir :smile:
Many thanks Eric, a simple solution that worked wonders. the thing is i found a new problem :P when i render the scene, the lightmap doesn't show up ( therefor no shoadows), is there a way around that?
Eric nailed it! There's lots of good reference there, and the first follow along I did that really gave me a solid fountain for hand painted textures. http://wiki.polycount.com/w/images/b/b2/Handpaintingtut.jpg
Eric Chadwick Wow, thanks alot. I can't believe that Snap option always was there and I never noticed that =| And I'm gonna try that script right now. P.S. I use 2016 version
Eric, so basically, I have FumeFX in max. So how I can render frames to save them ? Or what ? Only thing I see in FumeFX, is simulate, it doesnt saves it anywhere.
Best example to check out is Skyrim's waterfalls. They use pretty much the same method Eric mentioned. You might be able to add some particles to the mesh depending on the type of waterfall you're going for.
hi Eric, thank you man, i found th e solution. i wanted to do a material to use multi uv space on my character. Here is the solution for those who are interested in.
I might be able to help you, Eric. Can you post the errors and/or the shader that you're using? If you don't feel like posting it publicly you can PM me or email me.
Hi Eric, so basically if I perform a uniform scale on an entire object or perform any type of scaling on sub-object level selections thats ok and I won't need to reset XForm?