i've got a good few models (300k worth) in a scene that I want to render toon shaded, and I've got a toon shader applied to them (ramp material) as soon as I put the viewport into hardware textured mode, maya dies on me. it's as if the toon shader is using a massive ammount of texture resources, even though there are no…
In this brief tutorial, I'll show you how to start setting up Landscape for use as terrain for environments. Before I start, though, I'd like to point out that there is a ton of useful info on the UDK help pages. Here are some relevant links: http://udn.epicgames.com/Three/Landscape.html…
Coming along nicely! Looks like the UVs of the wall visible in the close-ups of the lamp might be a bit funky. They look smeared out in places (planar mapped?), squished in others. Are you using decals, there, too?
You can bake normals etc. directly from the xgen hair using Arnold RTT with one of the utility nodes (I forget the name but it's the one that can bake uvspace and world space normals etc.) You can also bake a direction map that can be used to feed an anisotropic material in the same way (there are a couple of options in…
Lost + MH3 = excellent evening ahead Will post my friend code (capcom code) here, once I get it. Maybe I'll get a chance to hook up with some of you mongrels later on in the week
When all things are said and done, don't forget to use W3.org's code validator. This will make sure your site has as little screwups as possible, and clean code. Your Site's Error Count
It is a pity though, that the md3 Quake3 exporter for Blender is still not really functional, but with the release of the Quake3 source code this is going to change quickly I guess (or the Quake3 source code is going to be changed quickly to accept md5 )
Tbh having one master material for all kinds of stuff is a bit too complex. If you really want to push your shaders, then you will have to build in wayy too many switches for it to be efficient (and this is coming from a fan of big mastermaterials). I usually end up with a bunch of mastershaders when I do something. Also…
With this project getting done much slower than I anticipated with work and school (and the fact that I started playing Magic The Gathering ><) I have decided to fall back to plan B. I'm going to do one room at a time, starting with the core. Screen shots of the currently half proxied core. I will probably start with the…
select your object. enter paont smooth skin weights tool. change Mode: to select. select your pain in the ass vertex. change Mode: back to paint. click weight hammer next to the Tools:. if that dos not work then i would dupe your joints and your model. make sure they have no stray nodes attached. and set up a new skin…