Here's where mine landed. You can just put this in a startup script. Also, change the font to Consolas in the Preferences | MaxScript tab. listenerBackgroundColor = (color 80 80 80) macroRecorderBackgroundColor = (color 40 40 40) macroRecorderTextColor = (color 147 179 210) pythonPromptColor = (color 240 95 146)…
Hello Guys ! Thank you all for taking the time to help me. So I tried to crank up the light map as ZacD said, 64 to 128-512 even 1024 nothing changed. But thanks for the advice, I'll keep that in mind (= The only solution I found for now is to make one big mesh of the road and the counter. The road is at 1024 and the…
Hey Guys, its as easy as this: go to the file: C:/Users/Public/Pixologic/GoZApps/Maya/GoZBrushToMaya.mel and remove or comment out the lines 132-138: 132 // // ------------------------------------------ 133 // // GoZBrushToMaya requires Mental Ray plugin. 134 // if (`pluginInfo -query -loaded -name "Mayatomr"`==0) 135 // {…
Hey Guys, its as easy as this: go to the file: C:/Users/Public/Pixologic/GoZApps/Maya/GoZBrushToMaya.mel and remove or comment out the lines 132-138: 132 // // ------------------------------------------ 133 // // GoZBrushToMaya requires Mental Ray plugin. 134 // if (`pluginInfo -query -loaded -name "Mayatomr"`==0) 135 // {…
You can only edit the normal that you paint via the height channel, which is later converted as a normal map and combined with your input normal map. The only way for the moment (kinda "hacky") would be to load your map as a regular basecolor/diffuse texture and paint over it, but you don't have any guaranties it will be…
Eh, for Fang you could make sure the edges of the single quad and the edges of the rest contained only flat normal information (128-128-255 signed unsigned, whatever). The area with the seam must remain symmetrical on both sides of the model when baking. Within Zbrush storing the symmetrical shape, modelling the asymmetry…
I had to use it in a PS2 engine, which was of course fixed pipeline. Ideal texture size on ps2 is 128*128 4bits (16 colors) and the engine used a subdivision terrain system. Everything was modeled in quads and subdivided on the fly (with nifty low res displacement maps, which was very nice at the time). I guess this is all…
http://www.pointlesswasteoftime.com/games/manifesto.html 20 things gamers want from the seventh generation of game consoles. [ QUOTE ] In the desolate economic climate of post-apocalyptic 2006, I'm thinking that's going to be a lot of money. Now, it's true that at E3 Sony was boasting the Playstation 3 could crank out 1.8…
I'm having some trouble with my lighting / light maps. There's some seams and weird lighting artifacts. Everything is snapped to grid / perfectly aligned, but these things keep happening! Lighting is at a production level too. Any help? And they only happen on certain walls. Lightmaps are at a 128 at the moment. I've tried…
DECALmachine 1.8 is out https://www.youtube.com/watch?v=dcaL9k2BW1k I've started my own thread for it here: https://polycount.com/discussion/210294/blender-decalmachine-surface-detailing-using-mesh-decals/ If you are an existing gumroad customer, please check you email. You will have a 100% discount, because 1.8 is a new…