[ QUOTE ] Welcome to Splitsville [/ QUOTE ] Thanks Eric, very informative. That leads me to another question. Is Eld's 3rd example worth using over his first example. Doing it this way means there are shading groups, discontinuous UV's and the normal map. Where as the first example is no shading groups, far less…
Eric IM me so we can talk about what polycount you want these to be and what all tree types you wants and small plants. I'm not sure if you saw this, but this is the LOD i was thinking of going for. http://tgz3d.com/newtree2.avi quick test of some redwood bark using at 256 res and 512
hahaha!! mojo cynical as usual.. actually i think no one buys them because they are like 120 bucks.. eric bought one and i thought it was cool.. i would stand behind his sholder and draw over his concepts and make lightsaber noises..then he would tell me to leave with his muscles
Eric in photoshop 7 this didn't happen. I used to work on my psd file with layers and save as targa all the time. I currently have no alphas. If you did a save as you had the option to save as copy or to replace whatever file you wanted. Glad you posted your action to bypass this. Alex
Thanks Eric Oh yeah, and when I'm working in max, I use 'Switcher' so it's the same movement control scheme as Maya. At my last job I worked with the guys who wrote it... They also wrote 'Nex' which brings a lot of the max style selection specific tools over to Maya... their website is dRaster.com
@Neox Hehe yeah, this bit was unfortunately a slip up coming from combining parts - but luckily enough in this specific instance there was no negative consequence on the asset. Mistakes do happen :) @Eric Chadwick : using mesh to UV could indeed be an interesting workaround - although I am not sure if a push doing the kind…
rikyu99 Eric Chadwick Thank you for your advice! I modified the bones and topology with the advice. The fist is more beautiful than last time. However, it is still a distorted fist. Is it possible to cure further? rikyu99 [You thumb position is too low and the fingers should be model in a straighter line.]
I couldn't…
@pior & Eric Lightshot keeps the portion and its adjustable. Its kind of hard for me to put it into words, download it and you'll see what I mean. The only thing I don't really like about lightshot is that the save button (saving to file) is really close to the copy to clipboard. I guess its like an adjustable marquee tool.
@Dubzski: Thats exactly where I'm headed. :) I plan to use this tech in a larger more finished scene sometime in the near future. Just working on some pipeline stuff atm. @ Eric Chadwick: Thanks for checking out the folio. Man, that was from back in school :) . I'll see if have a moment soon to get that stuff up for you. :)
Face id's work in conjunction with a multi/sub material, so if you've already set your ID's, just throw a multi/sub mat with a different diffuse color per mat. You don't need textures. If you've made vertex color, do what Eric said. Id/multisub is easier to edit/maintain tho. Then bake as diffuse.