That was one of the most annoying, transparent things Ive ever seen. Those were some very obvious scans, with a real linear camera path. And oh... its the unlimited graphics guys again...
I totally agree. Vigorous rig testing before animating helps a lot, but it would be infinitely more awesome if 3dsmax handled such things in a not so linear way. Looking at you skin modifier...
Dead Space and Mirror's Edge are short linear single player experiences with no multiplayer. The rest allow for a much longer bang for your buck, but it really boils down to what type of gamer you are.
Hi everyone, I need to model straw and I was wondering some suggestions of ways to do that on my High Poly, I know a way in a linear 2D workflow, but I wish to know a way to actually model to bake it on something like this
This sounds really stupid and simple but all I had to do was set the Color Profile of the Normal map to Linear sRGB so that one side wouldn't be flipped :| :poly118: At least I can finally sleep
do you have sRGB checked off? i believe painter exports all the black and white maps in linear color space. i remember there being an sRGB check box in marmoset in the texture options
Looking forward to seeing some updates. As a side project to improve your rendering for your Dalek model I'd suggest looking up linear workflow in relation to rendering and create an IBL and render it in mental ray.
Scene Depth is not normalized / non-linear with a range of 0 - 16,777,215. Opposed to this, the alpha output of the scene texture node returns the inverted scene depth within 0-1 range. It also requires less instructions.
I didn't have much progress to upload, since my work was really sporadic and I was building random parts with no real linear workflow to update. Here's the submitted version https://youtu.be/vD0YV6UN-DA
For blocking in the key poses I use a little trick. In Maya I set my Animation preferences to Settings/Animation/Tangents to Linear and Stepped. This helps with blocking in the key poses without worrying about the transitions.