Window->General Editors->Component Editor. after binding the mesh to the bones (Smooth Bind), select the verts you want to assign a specific weight to. under the Smooth Skins tab in the Component Editor, find the vertex/bone combination you want and enter a skin weight value (1.0 max). make sure auto-normalization of skin…
For Vista+CS3 (cant tell about sp1): You need Aero to be enabled for CS3 to run smooth. Stupid, but true. So if you try to increase CS3 performance by removing most of the unwanted Vista stuff, it wont work... Xeno : don't know about CS2 since I never used it, but CS1 for instance didn't support the Wacom 6D pen twist. So…
Sage, but the cheat sheet was in reference to zbrush. Not max.. I was asking about the questions with Max. BTW flip normals is not the same tool (I tried). Turn turns the actual hidden edge on a quad. When you have turn enabled you see the hidden edges (when in wire and can flip them) with the poly tool. I believe it is…
On a side note... Anoyone here still have the link to that maxscript that has been posted on the old boards, which enabled an easy unwrap of pipe-like shapes? It was pimped here a while back with a gif animation showing the process on a curved pipe, with a bw checker material applied. It was sortof pait-oriented... I know…
I'll pass. As it was said in a thread before, we've already been given the best defense... an immune system. Take care of it, and you'll be fine. I think we have desensitized kids these days by loading them up with crap. It's not primarily the doctors fault, I think it's the parents. We protect them from germs and then…
Start with Final gather only. Open the attributes of your light and uncheck the "illuminates by default" button box. ( Uncheck the one in the common render settings tab too : "Enable default light" ) Then play with the Min Radius/Max Radius of Final Gather ( max: 10% of your scene size; min: 10% of max ). Then post results…
Ray Tracing and Facial Expression with Wrinkle Maps: Hey Folks, So I was able to hook up the additional Wrinkle Maps to the skin material in Unreal Engine and this is what it looks like: I added a 'BlendAngleCorrectedNormals' to blend between Wrinkles and then in the event graph from the animation blueprint, i blended…
Creating a AAA character from Scratch: A Nameless Samurai Learn on https://www.wingfox.com/c/8743_2670_17818 A full process tutorial of standard Next-Generation character. Enable you to master more details! -Vivid countenance of character -Real hair details -Smooth skin texture -Realistic costume and accessories…
I ahve a problem with the texturing xyz workflow. I wanted to try their displacement map, but I encountered an issue when in zbrush. I am projecting the displacement map in Painter and then export the result and separate the 3 channels. In zbrush when I enable the displacement I see the result on the left, but when I apply…
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