Hello everyone, I am Zentrope, some of you guys would know me from CGHUB.. For those who don't know me, I have spent my last few years as a Moderator there and the last 5 months as an Administrator(Community Director)! I have always loved CGHUB because it was like my second home and it was a privilege to see everything…
Sounds like a neat idea. Doug Rogers explained the DXT compression thing to me when he was working on the NVIDIA plugin for Photoshop. The way I understand it, DXT compares all three RGB channels for each 4x4 block of pixels, in order to compress them down to a smaller range of colors. The compressor makes a vector through…
Well this is wrong. Engine wont' break normals. If 2 map vert are splitted, it will make 2 geo vert with the same normal. Besides, 1st EQ post : * To avoid artifacts, you must split your uvs where you use hard edges. * You do not however, NEED to use hard edges wherever you split your uvs(as some may suggest) It's clearly…
Ah. Ya don't really need a terrain generator. They're geared for too large of scale. Those particular mini dunes look very close to Perlin's Turbulence function. My suggestion? start with a plane of N by N dimensions, where N is one side of your texture. Like for a 256x256 pixel texture use a 256x256 plane, so you have one…
Igor, you might want to look at using hard edges on that bake. You're getting huge normal gradients across the surfaces. This is caused by everything being soft edged and the normal map baking the hard edged object to compensate for the specific triangulation and shape of that model. This will present problems in engine…
- I just updated/replaced the last image KMan: - Yep poopinmymouth: - Thanks. I checked your website/tutorials a while ago. Found help for hair painting MoP: - I darkened texture a bit. I also made lights less bright JKMakowka: - Well, i have a feeling that i might start seaching job/freelance job outside Finland...…
@SHEPEIRO Dude, I wish I saw that button a long time ago! @AdamBrome Thanks for the lengthy response mate. Your right about the pixel density. Though I'm unsure about changing the ceiling (as you'll never get that close to view it), areas were i want to get close to need to be upped pixel wise. Lighting, yeah, it is NOT…
Flaagan: You can go to your viewport display mode button at the top of any viewport, go down to rotoscope and check it on. Then just choose your image. Be careful to always set it to image pixel ratio as camera pixel ratio leaves your image distorted. I wouldn't recommend using this mode as a substitute for blueprints…
Thanks guys, but I had no luck. Firstly I must mention I'm on 3ds Max 9. @ renderhjs: Unfortunately changing Non-scaling object size has no effect on the gizmo scale increment. The global spinner snap can help but only on repeated clicks, while during drag it works like the default 0.1 increment for Scale in Transform…
The pixel density is kind of unbalanced, by that I mean the squares you see on the model are not a consistent size. I understand the need to size some pieces up and some down according to importance but that doesn't seem to apply here? One of the fastest ways to normalize the pieces is to select everything and relax it. Of…