Model_brush.c is the main file where new map and model formats are parsed: https://sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/ci/master/tree/model_brush.c An example one is void Mod_OBJ_Load on line 7562. Which loads the triangle data for an obj file (loads the vertex and then the face data). It would be…
Im having an issue with exporting my scene to cryengine.. Ive exported and imported to cryengine many times before and now that i need to import something for a test for a company its not working! Go figure.. Its giving me an error that says there are no normals.. But there ARE normals.. Its also giving me an error code…
Looks like someone also thinks photoshop without this plugin is simply not photoshop. so he made this working with later versions of photoshop (it stopped working after 5.5, which i've been using until now, but... must... have... custom brushes....) so if u've never heard of this check it out - basically another a fully…
Just curious if anyone uses spline and or patch modeling on any sort of regular basis here. I'm making some non-real time assets using them in max and have fallen in love all over again. Spline patching was the best way to get smooth organic base shapes back in the Lightwave 5.5 era, and now I'm finding a similar thing…
Sorry to bump this thread.. I'm looking to buy a DSLR with a budget of up to 550 AUD, can you guys please recommend a model? I'm really new to photography, only took couple of HDR shots with cousin's DSLR (Olympus OM-D EM-5) for a project I had for Uni. I want to take my own textures and to make HDRis - using a chrome ball…
So I -just- bought substance designer since it was on sale on steam. A couple things(although not specific to ddo vs SD) 1. is everything really in 0-255 range? I know i'm very much in an "unreal" mindset but it really helps to think of images as 0-1 when multiplying, dividing, doing any math really. And it really helps…
Just a side note, I would change your function to: fn tempTXTR obj = ( obj.wirecolor = color 0 0 255 obj.material = meditMaterials[1] obj.name = "test") this way when you call your function you can add the "object" behind it, eg;on btn_K pressed do ( tempTXTR selection -- same as declaring obj = selection at the start of…
I believe in Blinn or Phong materials you can specify a specular exponent. I am unsure of this, but you might try using a different material. Usually a single value is good for gloss level. The only time I could see a gloss map being useful is if different areas of the texture have drastically different specular levels.…