Hi guys. At work, I use a program called Creator (by Presagis) which is heavily dependent upon grids for creating geometry. It's similar to the early days of Max (I've been using it since 4.2) except that it's substantially less functional. It does shine in many areas, like the grid tools. I'm trying to get functionality…
@EarthQuake Are you saying that this: Albedo RGB - color Spec RGB - color Mask RGB - Gloss, AO, Alpha Normal - RGB - normals Is less memory than this: Albedo RGBA - color & alpha Spec RGBA - color & gloss Normal RGBA - normal & height(or maybe AO) EDIT: Metal/Rough is still less then because you could do: Albedo RGB -color…
Hi! I think the character looks a bit doll like. I would recommend looking for references for the style and the quality (for example create a character that fits into game xy, maybe there is even a style guide available), or do you already have references? Then it would help to include them here to show what the target is.…
Hi. It can be done by multiplying the xy coordinates by 2*(1/resolution) and then subtracting 1/resolution in SD, but as it was pointed out, unfortunately the SD 3d noises doesn't seem to tile regardless of the seamless uvws provided. It works nicely in the Unreal setup though. Here is the explanation of this:…
Anyone else bugged by the fact that the move gizmo doesn't have an auto facing function, similar to the scale gizmo?(in perspective viewport) Is there a setting for this, or anyone heard of a way to script changes to the gizmo? for example, the scale gizmo will always face you as you rotate around in the viewport: while…
It's an educational problem, not a legislative one. Bob needs to make good choices. It's sad that Bob's parents and the educational system he went through didn't teach Bob that. It's sad that he made it to the legal age of adulthood without being taught how to be an adult. I honestly don't care how Bob comes to the…
Thanks guys! mAlkAv!An, totally agree that the "add" method is not right, pretty much the reason I started doing the comparisons is because I saw people (some at work even) just adding two normal texture samples together. I'll make it clearer that I'm calling this wrong in the write-up. I am curios about methods in which…
Once you have the delta vector in there you can use it in the same way you'd use it in blueprints to 'negate the world origin shifting'. That is, by adding or subtracting it from the Absolute World Position UVs. Could you just add another vector parameter to the material parameter collection you appear to already be using,…
Sure possible. But you wouldnt scale the squares themselves. More like creating a mask for them, where the tile size is adjustable. it would go like: Take a 2d coordinate that has the same vector length as the xy elements of the noise grid. so in this case, it goes to 5,5. then put frac on this, and subtract 0.5. then put…
Cool trick! Lately, I've been trying to use things like that more often in my own work. Here's something that might be worth looking into; in Max you can create a gradient material and plug it into the diffuse slot. Then, you change its coordinates to Planar from XYZ and YZ (instead of default XY). You can have a lot of…