I was trying to move a polygon in 3ds Max but the gizmo is showing at a different position. Did I hit some shortcut key that I wasn't aware of? Please advice. It was working fine but I don't know what happened.
Finalizing the model of the logo and neon signs (that took a bit of time..). Used a bit of mash for the scatter effect. Here are some tests in Vray. Don't mind the ugly metallic support behind the logo, all temporary placeholders. I used a ramp node in the neon shader.
ALT + L to bring up the levels panel - select the BLUE channel from the RGB dropdown menu - then replace the 255 value with 128. Then set the layer to OVERLAY mode.
I seem to have not made myself clear :P FIRST! I'll explain the projects workflow! After acquiring a willing asset team and taking care of legal issues so the project doesn't go unfinished. Asset Team - Design a game (base concepts and what the gameplay will hold) Together - Plan out how the mechanics will work and discuss…
Not really following any tutorial in particular. I used the intro tutorial on Allegorithmic's site to get the basics and just started messing around from there. I'm pretty comfortable already with node based workflows, so that helped. For the AO, I've just been using the AO node that creates occlusion from the heightmap.…
I'm no animator, or really very good at rigging (I guess) but the way I've done this in the past (in 3dsmax) is this: Dummy/Point helper just above the clavicle, as the "root" for the strap. Dummy/Point helper for the bag. Then a Spline-IK setup with 3 or 4 control points (depends how much control you want) down the front…
okay this is a general overview of how i was up and modeling in maya in about a day or 2 in my freetime.. probably took about 5 to 6 hours total for me to be up and running. another note is i dont use much of the interface in any art package, i always learn the hotkeys or map them to my liking so the interface never gets…
[moderator note: this was originally posted in a new thread; it has now been merged into the larger discussion] If admin/mods want to more clearly clarify which specifically you are obviously more than welcome to "fix" the title: Feel like he is still kind of kissing arse but to each their own thoughts.…
I'd say you're on the right track. I recently went through Anthony Vacarro's World Building CGMA course and we went through adding detail normal maps etc. What nodes are you using to combine the Normal maps? Are you using a Lerp node? posting a good shot of your node graph would help in giving suggestions too. Scratch that…
2 options: -In your modelling package add a new UV set that maps the whole mesh in the square(or just use the lightmap uv set if the seams are well placed). Add a "TexCoord" node and set the "Coordinate index" to the uv set you want. (and keep in mind udk starts at 0, in contrary to max wich starts at 1). -Use the world…