What speaks against a more default approach of learning 3D and developing skills? Just find a concept or a real life model/Scene you like and try to rebuild it and learn modeling, mapping and texturing this way? I think you´d be way better off that way.
The default stands have always been huge and bulky. The best thing to do is getting yourself a nice Ergotron LX arm for the cintiq to mount on and putting that on your desk. You can move it, rotate it, tilt, whatever. Best 150 buck investment on top of the cintiq purchase.
Thanks :) I changed the textures of the sand, so it's not the default that is included in the scene. The third-to-last image (the very pink one, right?) is just normal height fog. But if you're talking about the greeny-yellow image, the volumetric light was made with this effect: https://github.com/robertcupisz/LightShafts
It would help to attach a screenshot of the error, and the original DDS file. I don't have CS5, I use CC2016, but maybe it can be reproduced here. Also you could try asking your question here. https://devtalk.nvidia.com/default/board/74/other-tools/
I have looked into this myself, but you can't do this in Maya with the default realtime shaders. You can use Mental ray to do these blends using the color per vertex node. The other option would be to find or write a cgfx shader thats does vertex blends.
You shouldn't need to invert any channels off of the handplane output. Additionally, set all of the settings you used in the handplane "more options" back to their defaults. Make a tangent space map with these settings, if it looks really wrong then hit the flip y/z option but not the others.
Took a small time off the project due to some school work/relaxed a bit. But I added the big rocks to the Unreal scene. everything else is still blockout/default stuff. All the rocks should be done soon since only the medium and smaller ones are left :)
So, what you're saying is that you don't have this problem. If you apply Pen Tilt to Size Jitter, it works as expected rather than defaulting to Pen Pressure? I hope you'll trust me when I say I've tried every reasonable diagnostic.
Thank you Insaneophobia! I decompiled the default animations using the Cannonfodder decompiler and loaded that into game for the sake of testing the eagle and wolf. For the eagle, I think I'm going to make it a bit darker overall. For the wolf, I'm going to see if making the head smaller breaks the rigging.
Shaddy Safadi's brushes are fun to use. http://www.shaddyconceptart.com/download Other than those I use the default brushes, lots of lasso, masking and airbrushing. I have a few special texture brushes I can't remember where I got, but they make a big difference.