Cool. Thanks for the info.... Will take a look at those areas to tighten up. As for the bag swing timing, I am planning on doing a fade out at the end. Appreciate the info and feel free to check back as I go. Thanks! Jay
Thanks FatAssasin for the advice. I did a couple of experiments and will definitely use the shell modifier. Like FatAssasin I was wondering if Zergxes could provide more info or if someone has other info on resolving seams. Thanks again to everyone.
I had a quick look at the link. The author isn't a native English speaker which isn't really a problem. I found it a good collection of images and the general info was ok, but some of it was weird. The author contradicts himself fairly often and the info is a bit confused.
Yes. There are three different "preview" images. One for each size (light, medium, heavy). The Preview image that's in the info folder is what people will see when they are browsing the Steam workshop. That one is .tga with dimension 280x280 in the info folder only. Hope thsi helps. :)
There is a specific map "color" or "diffuse" map type to bake in max, i cant remember what it is called, that will not bake any lighting info, just diffuse info. Remember that the baking preview in max is always a lit preview, not a preview of the actual map you're rendering.
Nice stuff as always, next top-dollah position imminent I say! Agree on slightly distracting info texts, I found myself pausing to read before playing, so maybe put the info up before each segment instead of overlayed?
You don't have to have a job to have tax info, you need social security number 9usa), bank info. Most banks will give you a savings account basically for free, you might have to deposit a few dollars.
You could set diffuse to black and put all color info in self illum, and disable self illum GI. But you would somehow need a lighting map to add direct light info in self illum channel. Not sure that's possible.
Yeah, I don't know if Fredh meant baking light info from a high poly or just...absolutely no baking light info, even from just the low poly itself. I asked in the main thread, awaiting his answer.
The grabdoc function under the alpha panel isn't grabbing any depth info from my 2.5 canvas. It grabs a pure white texture instead of the usual depth info you'd expect. This only happens after I've made edits with the 2.5 tools. Before making any edits, it grabs just fine. Anyone know what might be going on?