Cool was fun to see the progress, yeah, just would've liked to see more "grime/dirt/buildup" to areas that would be touched a bunch (both sides of that "door") like the front panel that opens for the tablet pad/workspace, probably would be cool to see some sort of hand or outline of how one would use this thing and go full…
@Alex_J I wonder how well this works in practice. Losing GI in a scene originally designed and lit for it would have a very significant impact visually, I feel like you'd need 2 different lighting scenarios for lumen on and lumen off. I almost feel that I wouldn't even bother with trying to support both. Unreals current…
Finally got the viewport to do what i want with vertex blending. anyone can tell me why my multiple light sources do not work? current set to default light.
While the face normals (the one from a center of each triangle ) looks perfectly up those normal are derivative as a median of vertex normals in triangles corners. The bottom left corner for example , clearly not 90 degree up . it's what creates shading gradients. Face weighting, or direct normals editing could fix it .…
I 'm using a stand alone standard Student Version of Maya 2016. The default layer panel below the channel box is not there. See image. I've tried : restarting, resetting preferences. ????
Edit: sorry I figered it out, I have a just as valid question how ever, how do you use a triangle or square instead of the default sphere in Sculptris ?
It's finished and I probably won't be making changes to it. Just wanted to pimp. It's 6849 polygons total and 39 texures no bigger than 128x128 totalling 495kb. Render is with Maya's default crap renderer.
For some reason when you use the edit poly modifier, all the MAX hotkeys change, is there a way to set your edit poly hotkeys to the same as the default editable poly hotkeys?
Hi guys I was making an environment from this concept (by skybolt) for a few weeks Here's my progress so far grass and sky is still UDK defaults texture feedback are sooooo welcome =)