ya sorry your correct the vertex alpha and colour data is always there no matter what. No ignoring the colour really wouldn't make it any noticeable lighter, colour is cheap, it is the translucency that will cost you the most. the expensive part isnt the gradient in the alpha either, the reason why translucency is more…
As it's C#, you can just use any C# tutorials - they're not specific to Unity. It's only UnityScript that is specific to Unity and I don't think Native UnityScript has the ability to create multidimensional arrays (although it can use them if they've been created in C# and passed over). At least it didn't the last time I…
i use 3ds max-zbrush-photoshop pipeline. I do initial lowpoly in max , then bring it to z-brush and detail it up, then do retopology in z-brush, this new low-poly goes to unfold3d where i unwrap it and then i bring hipoly and this lowpoly to x-normal, where i compute normal map. after that i texture diffuse&spec and so on…
with my old bamboo pen+touch tablet, I always turned the touch off when doing anything serious as it would occationally pick up my hand while trying to use the pen (if my hand hit the tablet first). The touch feature would work exactly like the pen in Z, since you have to hold alt.. And its limited to two finger inputs…
Looking back at the feet after Mark's comment, his left foot doesnt have an even stride. If you took your global control and translated him along the world, your feet are going to be sliding all over the place. The reason for this is that if you do a walk cycle where they are walking in place (rather than moving through…
Just tested it with an xNormal bake on a single-smooth-group cube out of Modo. Perfect results. Well played, dude :) However, the Y/green channel used to have to be flipped and now it doesn't. That's technically good because now it matches the +X+Y+Z output from xNormal (as it should) but skinned meshes are not using this…
Swizzle - It's impossible to say for sure without seeing the model. Yes, thin parts seem to take up less material, but a thick part is mostly hollow with a thin shell. It's a trade-off. In order to be done more cheaply, Otus could have been modeled more contiguously, without all the undercuts and inside planes. Right now…
I went and read Rorshach's post, and found that arshlevon nailed it... the graphics card has nothing to do with how 3ds Max generates normal maps. The card however does matter when rendering them in realtime (in a Max viewport, in a game, in a previewing tool, etc.). ATI cards expect the green channel to point the normal…
-in 3ds max.. -i use free camera - orthographic projection. -and start with a diagonal camera with a 45 degree angle x and z in the absolute:world rotate tool. -i set my render output as 64x64 and enabled safe frame. -then i adjust the FOV and adjust both the x and y coords of my camera instead of dragging the camera with…
Hi so basically am trying to make assets by creating base meshes in Maya and then using z brush to detail them, especially organic shaped models. I have been hitting the stage of wanting to create a low poly, either using mud-box, mesh-lab or using quad draw, but since I created the base mesh as separate objects and just…