Shit you are right. Still had them on the 1002 space and have the "is UDIM" to false. I will retry the whole set-up a second time. Seems I've been sloppy with my approach. Thanks for pointing that out! I'll try the full object/set-up a second time.
Hi guys, here some cools links with references. http://www.terrystoeger.com/site/tips/tutorials/qtvr/qtvr.html#Anchor-Panoram-6241 http://fc02.deviantart.net/fs27/f/2008/042/1/1/Rendering_panorama_in_Maya_by_fYuri.jpg and check the MR shading of pixero.com (JS_panorami) http://www.pixero.com/downloads_mr.html
I think his tail is almost completely transparent, not sure how to achieve it lol. Checkout this Ivern's leaf textures, might help you detailing the patterns https://cdna.artstation.com/p/assets/images/images/003/646/100/large/daniel-orive-compo-ivern.jpg?1475989046
I think if you decide to do a hi poly for normal map then jack up the polys on your low poly....1000 tris seems a lil low....u could def go as high as around 10 000 if u wanna do a next gen type character
ok i have the latest drivers , and have mudbox 1.0.7 , at 180 000 polys its perfect no chugginess etc, if i subdivide again then the program goes nutbatshit , anyway heres the screenshot with the memory used : i dont get it :( i will reinstall mud to see if it fixes anything....
http://www.monoprice.com/Product?c_id=102&cp_id=10231&cs_id=1023104&p_id=2404&seq=1&format=2 This is the cable. The monitor I'm using with it is only 1680x1050, but it was a free hand-me-down so I have no complaints.
this might help http://blog.duber.cz/3ds-max/system-units-setup-in-3ds-max you display unit setup looks like it set to "000" as aposed to "0" if that makes any sense. if it was set to "0" it would be 5 not 555.
I wonder, if in some parallel universe his game was any good and for some inexplicable reason was founded, would he potentially have to put over 20 000 names in game textures? It would be something like "Phonebook: The Game"?
I'm looking at this whole thing as a way to get more efficient modeling methods for working during a production cycle so I'd say that any method which will provide the appropriate output (IE. Normal maps) are encouraged. my 0.02.
is there a way to turn down the power on the freaking smooth brush? even when I make it literally .001 strength it's way too strong. anyone know what I mean, or how to fix this? I just want it really subtle.