Hi there ! I'm not completely sure if this has been answered before, but i wasnt able to google the answer to this yet. I was trying to use the Default Color Swatches for DDO's Default Material Presets and its kinda strange. As far as i can see the Colorswatch file for Photoshop matches the Colors defined in the…
Works (for me) on the Android default browser, and on Opera Mini. Phone is a LG GW620: 320x480 (slides out to a 480x320) screen, Android 1.5 Cupcake. The text looks very very speckly on the default browser, though. Not on Opera, but it's still illegible (because the x-height is only 5 or 6 pixels, and because the text…
Would someone know how to get this working in max 2013? A variable has to be changed somewhere? Or does it just need to be resaved as unicode? Not familiar with either. This is what I'm refering to... http://www.scriptspot.com/3ds-max/scripts/imageplane-v1-5 Although now it is called Vertical Plane 1.7.1 It's great for…
Cool, I would use this bonus tool if I wanted a quick way to change an object's pivot based on the current component selection. Thanks Malcom. However, for some reason the default behavior of that bonus tool, is to disrupt the current component selection and selecting the object instead. And even if it was possible to…
To get this result just follow these steps that I posted above: - Low and high silhouette matching closely - single smoothing group(no UV/SG splits necessary) - export .fbx - low-poly has smoothing groups checked and has already been triangulated. Tangents&Bi-Normals unchecked(UE&XN will look after this - see next step) -…
OK right. My point is that the default UDK build is based on UT3, and the way things work in that build is maps are parsed and sorted via gametypes and map prefixes. So anything with no prefix or DM- gets shown in the default Deathmatch gametype selection, while things with CTF- or VCTF- etc don't. So you can A: make a new…
Alrighty! Been a strange ride working on this item. Not only was it daring in terms of sillhoutte, but we added a floaty gem in the middle of it, the watcher's eye. Added a custom load out animation. Nothing too fancy but we believe it is better than the default one. Tweaked some of the animations that were clipping the…
Hi Kevin, This might be best suited for technical talk but I just had a quick quesiton back to the rendering...I've tried this before but I can't get it to work. How do you keep diffuse & default scene specular in their own seperate files with the skylight and lighttracer? You are talking about Render To Elements right?…
Oh, well one thing to keep in mind is that by default modo's sub-division is set to level to, whereas max's is set to level1. I think if you just bump up your turbosmooth setting to 2 iterations you'll see the same results as in modo. I generally model all of my sub-d stuff to look correct at level 2, but sometimes i'll…
@MBauer17 thank you so much for expressing your concerns. I want to assure you - as the person building this technology - that at no point is your work being fed into any database or used by anyone else. As an artist first, and someone who’s personally experienced the pain of having their work used without permission, I’m…