What? Those two things are not comparable. Some terminology to make things clearer: * UV Channel / UV Set / UV Map == Stored UV layout. A single one is often split into multiple for UDIM purposes. * UDIM == A standardized way of laying out UVs as 'tiles', which programs can treat as a series of unique UV sets. * Texture…
Hey shock, I'm just giving you a heads up now, but it's a good rule of thumb to try to avoid: a. creating two threads on relatively the same topic previous thread here. b. posting just questions in the "Pimping and Previews" topic as it is generally for...well, exactly that. Showing off your work and getting feedback.…
I loved the vid! When I look at the video I get a sense of athletic elegance about the characters. I think if you want to push the anatomy here you should try some more radical stuff. Zbrush is great for going to the lowest level then dragging stuff around and you can copy your figure so if you dont like the test you can…
FBX Bundle 1.5.0 is out! new website & download http://renderhjs.net/fbxbundle/ Changes * New modifiers system: Any of these active export modifiers are applied upon export * New platform system: Unity, Unreal, Collada, glTF * glTF support (requires official glTF addon) * New pivot mode: Empty plain axis object. * Include…
In general, screen shots are probably better for environments as they allow people to focus on things at their leisure. If you are going to have a video, try to include something that moves; wind blowing dust & moving awnings & bits of trash would be an obvious source. The video playback is rather sluggish, with frequent…
hey, basic usage is something like - junction <path to location where you want a folder mapped to> <path of the actual folder on disk> let's say you want to move your zbrush preference/user folder out of the original install location somewhere in c\:program files on the SSD to an existing folder d:\usr on your much bigger…
Good stuff Zezeri! Spec in alpha is sometimes called "channel packing", see http://wiki.polycount.com/wiki/ChannelPacking. Each of the four channels of a single bitmap could potentially contain a unique grayscale texture. Or you can pack a color texture into RGB and a grayscale one into alpha. It is considered one bitmap,…
Right, I should have mentioned a few more things that underline my statements. I just thought about discussing these things in the following and get a rise out of you guys. My take in searching for a painting on the web or my take in making a picture by myself? I think I'm a way too lazy bastard to do that for this thread.…
Ty for the help :) i am learn a lot about this but still have problems. I put some custom particles in a blood seeker helmet, and work fine: But now im working in a ward, and have some issues, it seems that the particle code in the .qc is making the model invisible... it compiles all ok... but I dont know what part in the…
So theres really three things: 1. Greyscale bump map 2. Normal map generated from bump map 3. Normal map baked from high poly mesh. 1 and 2 are essentially the same thing at the end of the day. 3d engines/renderers can not render a "bump map" without first converting it into a normal map (if your renderer takes a grayscale…