WoW didn't ruin the industry, the industry ruins itself by trying so hard not to be WoW that they forget to include what makes WoW good in the first place. Also as someone pointed out on Massively the other day WOW's audience aren't really gamers, a large portion play WoW and that's about it. Oh and I'll go ahead and point…
You should match two things between your camera in maya and the other in marmoset : - FOV (which keys aren't imported if I'm correct) - Render output resolution (which, in fact, defines your framing), so if you're filming with a 3840 * 1646 resolution on maya, use the exact same values on toolbag render settings Please…
Heyho! I just released a tiny update, to make FJTools compatible with ZBrush 2026.1 The full patch notes are: - FJTools is now compatable with ZBrush 2026.1 - The QuickMenu now adheres to the "Preferences > UI > Button Size" setting - A bug that caused the plugin to crash when too many variables were used in the QuickMenu…
Thanks for the link, I've been playing around with the Vrad settings, I'd love to see your setting swizz whenever you get a chance. Also do you use the Valve compiler built into hammer or a seperate gui? After play testing it with Swizz, Wyatt and the rest of the CGS guys here is a list of bugs and fixes along with some…
Okay...here we go: leleuxart, I tweaked the settings per your suggestions. I don't see a particular boost to resolution (maybe 512x512 just isn't gonna get any better) when setting my LOD group to "UI" in my three texture maps but I left it at UI anyway just because. :) On the other hand, changing the filter setting to…
Sort of right. When you have a properly synced baker/rendered, you start to run into issues with resolution. IE: if you dont have enough pixels to represent a gradient, say on a long thin triangle, you're better off setting some hard edges so the gradiation on the lowpoly smoothing is less. This issue are compounded as…
Real easy way in udk to get that brass look, would be setting a shader up with lets say a vector param. This way you can control the over all color of your brass. Then I would mix in you're spec map from photoshop or where ever you made it from, multiply that by another vector param so you can get a tad bit more tweaking…
I don't believe being realistic is his goal, otherwise he'd use mental ray... I personally don't use tiled shot (I use tiledshot 0 or tiledshot 1 on rare occasions) because it kills post-processing fx and in games we play at normal resolution. To set up a camera you need to have a camera actor in game, and use that to hook…
its probably worth pointing out that Unreal really doesn't want you to do any sort of custom mip editing outside of the editor - you can fool it into letting you load a dds with mips but it's dirty. the other thing that you need to be really careful about is that mip loading is viewport resolution dependent - i.e. custom…
Thanks everyone for taking the time to stop by and give some feedback! :) @lloyd - Thanks! The renders were taken in Marmoset Toolbag, my favorite rendering solution <3 . I'll post some textures up when I get in from work. @Harbinger - I agree totally. I was trying out some new methods on this model to get the cleanest…