Did you read what Eric Chadwick had to say? He's right on about it. Read that whole sticky thread he posted (most notably, the posts by Earthquake), and that'll fix your issue. It isn't so simple as hardening the edges. You have to harden them before baking, and use an averaged cage instead of xNormals default ray…
thanks Eric Chadwick and SpeCter, I try mudbox it is perfect after sculpt the vertice still stick at the place it belong, just dont know why zbrush can't I have tried morph target. it is wierd bcoz i sculpt my character forehead, but outside forehed vertices all difference after i import to 3ds max again.
Great initiative, Eric. Who'll be writing the definitions? Seems to me whatever is being written there better be checked by actual programmers! Maybe something enlightening on shader instruction counts if anybody can pull it off? As for drawcalls, each strip of geometry is also a separate drawcall, right? Regardless of…
Thanks again to @Eric Chadwick for the advice. This is an update on the Ant painting. I definitely think i can push this further but I'm going to put it down for a couple of days and focus on my next piece, hopefully come back to it with some fresh eyes. This is the plan for my next piece, any C&C on what i've got is…
Yes ! :) the bright values in the alpha mask will pop up first, followed by the dark ones. that's why Height/displacement maps are commonly used as masks. As Eric said, Unity automatically convert your source images to compressed format for the game. you can use any format you want, that support alpha channel (…
Hey Eric, Make sure the surface that the shadow is being cast on is set to the correct lighting channel. Also try messing with Composite Dynamic lighting channel. Edit: Meshes must also have their lighting channels set to Dynamic/Composite Dynamic for them to receive dynamic lights. I wasn't sure by your post if you were…
Eric: A guy over on the OGRE forums has got a 3dsmax viewport displaying the OGRE3D engine which is a real-time, in-engine version of your Max scene file, if I'm reading correctly. Here's the thread link, maybe there's some information you can use there:…
Thanks guys, Eric I think I have been through most of those tuts, it left me with too many choices! Ghostscape, thats exactly what I had in mind! I've had other feedback suggesting that B is a much better option though! I guess both could be as good, I just have to choose one and go for it.
Eric, in the last pic, I think that's the lowpoly - he's modelled the divots in after baking the highpoly onto the flat surface, just shows that the object-space normal-map will still hold up after the lowpoly is edited. For a firstperson view model on a current-gen FPS game, modelled detail like that can really help sell…
This weekend I joined my first Gamejam in Austin, TX that was hosted by Maestro Interactive Games. The theme was a music game or App in 48 hours. Credits: Audio: Monty Goulet Programming: Chris Steinberg II Art: Chris Trevino, Eric Price, Lee Amarakoon https://www.hackerleague.org/hackathons/whammy-jammy/hacks/teknotrak It…