i think so hehe.. been searching dynasty qing style horse and armor, but since CK is western 4 horseman based so actually i kinda like to mix and match.... and the head motive actually based from kamen rider 555 the horseman/ sagittarius monster. weapon wise i feel want to make a blunted axe or pumpkin mace
Hi! Sorry if that was asked a lot. I need a formula to convert 0-1 linear(which is used in material sliders like 3ds Max,...) like 0.7 into Photoshop sRgb(0-255), what is used in PS histogram. I need that for non color maps, like roughness. I don't know if the correct formula is x(linear)*255, or do I need to factor in…
your pistol grip looks very off, far too wide and the general form is pretty different - the whole weapon family uses this very distinctive grip all over : http://media.midwayusa.com/productimages/880x660/Primary/555/555923.jpg that replica pic has a very nice side view your magazine also looked very thick on the first…
As for the second part, here's example dotnet textbox: try destroyDialog test catch()rollout test " .NET Textbox" width:180 height:180( dotNetControl dncText "System.Windows.Forms.Textbox" width:175 height:170 align:#center on test open do ( dncText.Font = dotNetObject "System.Drawing.Font" "MS Sans Serif" 8 ((dotNetClass…
For the maths geeks, the colours are calculated as follows If C0 > C1 then we have 4 colours in a 4x4 block C0 = Stored 565 C1 = Stored 565 C2 = 2/3 C0 + 1/3 C1 C3 = 1/3 C0 + 2/3 C1 When Zero alpha is needed in the 4x4 block then the following is used if C0 < C1 then we have 3 colours in a 4x4 block and 0 C0 = Stored 565…
OK warby I found something similar to what you're saying. I think you're using unsigned normal maps, which for your engine means a 128 color is considered a non-bent normal (pointing straight up on X/red). Here's a quote from one of our graphics programmers: [ QUOTE ] Signed normal maps are useful for helping to hide…
this is actually quite impressive. nicely done Pixologic. as for Mudbox, its retopo is quite messy as far as i have noticed. it needs lot of guide curves and often symmetry is resolved really poorly in mudbox. yea, but i bought zbrush 2 for $500 and have been getting free upgrades since. for Mudbox, so far i spent $1050…
Ruz: Yeah 500 in my previous post was just a random example number to show the math. For your eyeball example you would determine the highest value you want your spec power to be, in this case Eyeball = 120. The eyeball highlight would then be painted with value 255 white pixels and multiplied by a constant of 120 which…
What is exactly your goal ? Where do the XYZ values come from and why do you need the vertex color ? Does this thread help ? http://polycount.com/discussion/185330/struggling-to-bake-local-position-to-vertex-color-in-maxscript-mcp-for-blendshapes-in-unity https://github.com/apras/Unity-VertexTextureFetchAnimation Color is…
@Cathodeus : in case you want to dig into an adventure,- download the latest release- the mzp file, its a zip file so you can open and extract it using Winrar, winzip or the build in XP zip stuff. so extract the files somwhere,- and then open the 'uv_toolbox_2.50.ms' with any text editor or the build in maxscript editor in…