I think regular 16 bit image does clip the range based by some white and black points you set as 0 and 1 during Raw processing and any values outside are just cut off. The difference wit 8 bit is just a number a gradations in between those 0 and 1, no extra brightness stored anywhere. And 16 bit inside Photoshop saved exr…
Thanks for your feedback, guys. I will try to apply some of these tomorrow, and hopefully I will have some good news. @Reyne, I think I get what you're referring to the with the UV's being outside of the 0-1 space. It is how it is because I was trying to avoid having the UV's overlap for sculpting in mudbox. If two UV…
There are a few FBX export tools floating around. I wrote this one specifically for use with Unreal4: https://dl.dropboxusercontent.com/u/2336353/FBXport_v1.02.ms Set the path: CLick the [...] and browse to the Unreal Project. Usually C:\Users\USER_NAME\Documents\Unreal Projects\MY_PROJECT No need to target the content…
Your lerps are basically like if statements here. So your blue remains because your shader is basically saying: If blue is over 0, use more blue else if green is over 0, use more green, else if red is over 0, use more red, else use pure white (?? that 10 at the top seems to be the default colour) (I don't know how much…
Registered just to answer your question. $SPECULARCOLOR is a command that multiplies the rgb value of the specular highlight by the values you input. The default is not "[0 0 0]" but instead "[1 1 1]". Each value affects the colors red, green, and blue in that order. Since it acts as a multiplier "[5 5 5]" will create a…
Okay, I have looked into your mesh. What you see is Substance Painter is normal. Substance Painter take into account only the UV that in the range 0-1 (you can't paint outside this range). From there it projects/paints your textures and then use the UVs to determine which parts are textured and which aren't. Therefore it…
Hi!, i find that during exhaustive UV sessions I am scaling and zooming an awful lot because of UV mapping with Normalize map checkbox off. As you know when the island selection is originally cast into the UV window, its entirely humongous compared to the 0-1 square i need to fit it into. Then im scrolling and zooming like…
The first thing I notice is the poly flow. Look at some of the other heads on this forum that have a smoother polygon layout. It's hard to criticize deeply because it doesn't look like there's much time involved in making it. Even for a noob. Look at pictures of better heads, and listen/read how they did it. There's…
global BoneArray global BoneNArray global WeightArray global PasteArray -- Pass the vert id to extract all the weights to arrays fn CopyWeight theVert = ( -- Empty the arrays BoneArray = #() BoneNArray =#() WeightArray = #() theSkin = $.modifiers[#skin] BNumber = skinOps.getVertexWeightCount theSkin theVert BN = BNumber as…
3dgamestudio supports md2 right? i cant find the link anymore so i have to post the code... ^^ edit: its maxscript so copy/paste it into a txt file and rename it to md2export.ms than put it into your scrips folder of max and have fun <font class="small">Code:</font><hr /><pre>--MD2 Exporter --Version 1.01 for max 4 --Adam…