I think it would be faster to just work with a single tool consisting of several subtools. You'd just have to enable Solo mode, use N to quickly pick the subtool you want from a menu similar to the IMM brushes, and ctrl+s to snapshot it on the document. I think it would be quicker to populate a canvas this way, and you'd…
Reference art is a 3d render itself, so it'll be fairly easy to replicate the look in a game engine. The foliage has a flat-colored spheroid in the middle, and alpha-tested planes have been pasted all over the outside. There appear to be two sizes of planes used, a bigger one with a many-leaved texture, and a smaller one…
Seems there are two actions in the CUI dialog for this , but both toggle the button on the modifier rollout only, not the one in the actual Edit UV dialog ( im pretty sure this is a bug ). Those two actions are "Geom. Element Select mode" and "TV element mode". I think the second one should really toggle the button in the…
[quote= ultramedia; 1579338] well, I suppose shadows would be a good place to start if we were going to play that game... .[/quote] Don't forget the sterile UI, or the lack of standard shaders included, or the huge hits it takes when using transparency, or the bad gameplay UI implementation tools. (These are issues I have…
So, here's how it looks, I took the branches and edited them to make them more full, and edited the materials for all the foliage to include a mock sub surface scattering (not a great one but hey) although i could just switch to dx11 and make it easier on myself, the idea of that much rendering is scary... The grass looks…
Hi ! :) Thank you for the tip, I used escapeEnable and it's working great with a progress bar in a dialog :) I also tried to use uvwPaint.setVertexPosition2 but I didn't see any difference. Also, I came across this thread : http://forums.cgsociety.org/archive/index.php/t-1042236.html I tried to do it that way, and it seems…
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Not sure where this is being assumed, are you exporting as an OBJ or FBX to zbrush? I would recommend OBJ. Yes, if there are odd faceted edges it could be faces on top of each other, unwelded mesh verts or UV verts, or they have flipped face/vert normals which aren't being properly displayed in viewport. Additionally you…
Select your object, then go to Display>>Custom Polygon Display (option box) Make sure that "Color in Shaded Display" is checked. This will make vertex color show up in the viewport instead of diffuse color. Setup your lights, select your object then go to Edit Polygons>>Colors>>Prelight. I've never used anything but Maya…
Saw it in all its IMAX glory. Other than this woman next to me who laughed or awed at every single emotional cue. Enjoyed it immensely. I agree with people who talk about the frantic fighting style. But I consider this directing growing pains. I did also notice the editing was competent, but a few seconds too fast. Some of…