with some small changes it works for me now. thanks alot MoP! // Procedure to automatically put UVs back inside the 0-1 range. mopGatherUVs; global proc mopGatherUVs() { // Check selection. string $uvSel[] = `polyListComponentConversion -tuv`; if ( !`size $uvSel` ) { error "Please make a UV selection to gather into the 0-1…
crits u say! why i dont see what this board has to do with crits mostly just some blank babbling and bad english or bad humour, depends how u look at it.. but anyways! ur skin tones a fine, u r obviously able to handle that and all the techniqual mumbo jumbo, id pay more attention tho to ur very-darks, they seem too…
Little progress update. I took a few days off from the project to avoid burnout, but I am back to working on it in my free time again. Most of the front doors is done with the exception being the folding arms that are attached to the top and bottom of each door. I also started laying out the interior though there isn't…
I had done a patch for HOps utilizing their asset loader, but we decided it was best to directly include that functionality into DECALmachine. Check out v1.2 if you haven't already, it's all integrated now. Have fun with it. Any question, suggestions > decal@machin3.io Documentation is at decal.machin3.io Thanks for…
BSP is intended to be used for simple surfaces during certain parts of your production pipeline when you are blocking in a space with general shapes to get a quick feel for things. They are not intended to be the final solution. As far as for performance reasons, I'm not a graphics engineer, but I think it has something to…
.. the pixels you're moving are indicative of 2d vectors. Each has a r and a G component. or if you prefer an X and Y. The value of 0 is still 0 the value of 255 (or all 8 bits with 1's in them) is 1. What these maps are doing is telling the texture fetcher to pull the pixel from your texture that is at coordinate R,G in…
cool job Cremuss :) The shapes and layout r quite nice here. some points which I think could be improved: 1) The textured house is quite hard to read with the texture applied to it. The reason is mostly in the texture having too much highlight contrast and actual big size of highlights. The contrast between highlighted and…
It'll be interesting to see how things go, but I hope they work out well for everyone. Bioware doesnt make games fast - they will sit on a bad project till its eventually turned around and worth releasing. Dragon Age was first announced several years ago, but internally has been in development for 6 years ( and still a few…
Wrapped up the above material a few weeks ago and went on a well needed vacation afterwards. Artstation Post: https://www.artstation.com/artwork/GvrE4N
Hello everyone!! Here’s the latest update on this project. With a few minor changes to the rendering. Thanks for all your comments!! https://youtu.be/31UZStxG954 https://youtu.be/HjhR1Bs5Wng https://youtu.be/0xy7SPLOmgo