Opacity gives accurate 0-100 opacity levels. Good for semi-transparent things. Gives a softer, smoother transition, but is more expensive. Mask reduces the alpha to 1-bit information. So it's either there or it isn't. This result is cheaper, but can appear more jagged if sloppy. Great for vegetation.
That's weird, it works for me. Maybe you have the original color in another map channel? If you go to Tools > Channel Info, do you only have a single vertex color channel, and is it 0:vc ? When you add the Vertex Paint modifier, is it set to Vertex Color?
Normalize takes your UV shells and moves the bounding box scale to the 0-1 space. For instance if you have a sphere with saw tooth pole UVs the proportions will be maintained as the scale is applied. So UVs that have not been laid out can not benefit from the normalize command.
You can adjust the shadow under the BPR filters under the Render settings. You should maybe also turn the Range to 0 under Document where you can rezize the Document size , this gives you a completely gray background instead of having that overlap to Black in the background
Thanks for the tips everyone, I've moved all the images into one constant stream and added a link to my cv at the bottom as well. Need to save the images for web as its around 9 megs to download at the moment : 0 As suggested gonna be concentrating on placing the newer props in a scene too
I'd be down for a +1 system if it was there for the person who started the thread as like a thank-you for usefull posts or something. I'm all for giving people props but it kinda sux to open up P&P and see the TF2 thread with 6 stars or whatever and 0 for mine. just sayin.
Yeah - guys, sick work!!! Love it - that gnarly earthy / wooden encampment looking place around the 0:52 mark - that tower around 1:08 reminds me of kingdom hearts... love that too! Glorious skybox at 1:17!! And love the view from 1:23 !! :poly142:
Here is some progress on the 0 Degree pose for the Scapulo Humeral Rhythm study. Still pushing and pulling, something is a little off on the anterior ribcage and pelvis. Trying to figure it out Edit: Going to restart this piece and follow my own advice and focus on primary forms and the planes of the anatomy.
Your layout can be completely different between channels(although UE4 uses the base 0 channel as the normal directions so you can't rotate islands without lighting rendering errors on NMs) this is how lightmap uvs are utilised. The texcoord node in UE4 allows channel lookup.
ha ha no worries, thought there was something odd. If you can't set up the UV area to be distorted just scale the UVs vertically by 0.5 in a square, its the same in the end anyway, e.g. UV's are just numbers from 0 - 1, its the texture that dictates the aspect ratio.