When you feel free enough to make mistakes so that you can learn from them, you end up figuring out a bunch of other stuff that is normally relevant at some point in the future, to some other project. So for example you do find that stretched quads do give you a certain (this time) undesired effect and that you should have…
Well Im playing on another server and it has a bunch of things which is disabled in current version, because they are lagging and can crash the server. The Xycraft tanks is apperently laggy and wireless can crash as well. They are working on the release for 1.5x and its apparently in beta. So hopefully it will work better.
I had typed up something the other day but it had to get approved (wtf) and by now I think that polycount just ate it. Anyways, on exporting from the .p3d exporter I make sure to check the box to show the export dialogue window. I use these settings to make sure that the export retains my smoothing groups and have had no…
no offense but you're making some pretty basic mistakes here. float FS = max(0.0, KS_Skin_Specular); here you're calling functions like variables which is such a fundamental mistake i'm honestly impressed you got this far. float ndoth = dot(_Normal, H); float spec = ndotl * _Spec * frSpec; not only are you calling a…
I gonna suggest some tools to handle the import meshes, and more particularly the scale of the model. so when you export back and open it with 3Dsmax for example, the scale will match seamlessly. Everything will be managed at the import process, that will store the scale and offset values, and restore them when you export…
How did you get 32? I would have said 3*8=24. TBH I've avoided mentioning anything about multiple UV sets as I don't know enough about them. If I was guessing I'd say extra UVs are handled differently as they probably don't influence the bitangent calculations. UV counts ARE closer to the real number than XYZ counts but…
Hey, I'm not exactly sure what you are saying but what do you mean by change the xyz size? I never changed something about the scale inside zbrush or maya atleast that i know of.
I've been meaning to give my 2 cents here. This gif is kind of wrong because for one; Many Autodesk products require a fair amount of maths, and second "make video games," unless you specify, this conveys an understanding of you doing everything on your own to make a video game, which requires you to have an extensive…
yeah, i'm aware of that.. my workflow is a massive psd file with groups for diff/normal/spec etc. and accordingly subgroups for organization. so if you're adding, say, scratches in the diffuse layer XYZ and want to 'mirror' them in your spec layer XYZ, you're copying selection masks to and fro all the time. not a big…