Thanks for the input. Main reasons for me why I had this automated in this way are: 1. The masks are obtained trough the same algorithms of rendering as the normal maps was generetad, so edges, transistions, antialiasing etc are all the same in both masks and normal map. I also used to do it with wand selection but it's…
Every block doesn't need it's own unique space, you can unwrap a few and then copy and rotate them to get variation. You could easily put them on the same sheet, in the window holes of the first mesh. BUT... I also think that making every block it's own unique piece is probably a mistake. Especially if you're using normal…
Hey. Haven't updated in a while and unfortunately haven't gotten as much done as i'd have liked. I have a couple more concepts though I'm a little meh. I've spend a little too much time doing, and redoing the females body. A little stupid considering it's not something that will be seen in the end. Will upload my female…
The cool thing about pixars hair system is that it can generate volumetric hair based on a geometric shape. With tools the Hair/Fur modifier in max you grow spline guides from a surface and then try and comb cut and wrangle it into a useable hair style. People tear their own hair out trying to make something useable. With…
If you are a 3dsmax user (version 9+) you can check out TexTools which is a bunch of scripts in 1 toolbar. Anyway in TexTools there is a symmetry tool that mirrors either one side to the other one (select half of the faces to mirror) or just select the edge mirror and average booth sides. It works like this: Just make sure…
The red line points to the world origin which corresponds to the world origin in 3dsmax. They do that so you know when the root is offset from 0,0,0. Most people move the root of the skeleton hierarchy to 0,0,0 before export. If you had an animation for the flag skeleton you could "enable root motion" or "force root lock"…
hello what you need in arch and design is a glossiness map, and optionally a color reflections map (spec) but glossiness is the one you'll use to control the levels/roughtness of reflections. I'll quote Neil Blevins on this: "All glossiness is how rough the surface is, and hence how blurry your specular/reflection gets at…
Most game artists schools do a piss poor job of teaching you one thing, what the buttons do. They don't teach you anything about what drives the thinking behind pushing those buttons. Without the traditional artistic talent, you're a ship without a rudder or an actor without a face. There are a few game-art-schools that do…
If its the root node of the biped "Bip01" you probably need to click the controllers button at the top and also flatten out Turning Horizontal and Vertical. Also check the position and rotation curves (drop down menu to the right of the controllers button). If its a TCB curve you'll need to crank up the tension to flatten…
I agree with Doc, that modeling some thick geometry is a good way to go for thick forests, but with this example, (thin and wispy) the way you have it constructed is fine. Just don't expect it to carry the same weight. One thing I would like to add to Shep's post is, that using a blended opacity mask will kill system…