MetallicSmoothness maps have the roughness maps inverted as mentioned. The packing is a little different to Unreal. the alpha channel has Smoothness (inverted Roughness map) information The metalness are the other channels. Usually it's the same information in the R, G and B. The normal map is openGL and the Green channel…
Aw crap :( Unfortunately It is the useful things that seem to be bugged, for example, I can hotkey the bevel tool itself, but not the operation with the bevel [b]menu[/b] that allows for better control.
Hey, The B-team discusses their play session of Majestic-12. Check out the podcast (12 minutes or so): http://soundcloud.com/dj-nicholai/majestic-12-on-the-b-team
@achillesian Genius- The Chess Wizard and a bottle of J&B would be an awesome pair of props :) ''Checkmate. Checkmate'' ''Cheating B*tch'' Awesome topology on the colt dude. Coming along very nicely.
Hi Guys wanted to get some feedback on a human model in Zbrush. I know i am just starting out with the model but wanted to get some opinions on the base. Thank you for your feedback in advance B) B)
would it still be concedered pirating if person A buys an older version of maya leagally like the sells it to person B? then person B uses maya to learn from and get better as an artist
global proc pressedBtn(string $btnName){ So I have script where I create a set of buttons layout in a Grid Format. The Buttons are created in a for-loop to save time and effort, they are being parented to Gridlayout. remakeUI proc is suppose to recreate just the buttons. So kinda like reset buttons. Unfortunately, right…
but it would only be a one time setup? you work in file A, he works in file B. both get referenced in File C. if you open file C it will always reference in the latest versions of A and B?