Another problem that it could be, try making the 2nd uv set, the same way as your first one, no rotation on the uv shells. that can definitely cause the issue. You would also want your first 1 uv channel to follow faces on Y axis. That means world faces facing up, do it on the UV as well. Could you post your 2nd uv set and…
http://ihardlyknowher.com/michaelknubben http://ihardlyknowher.com/ You need to authorise your own feed to have it display through there, but it's a very nice way of showing your stuff, maybe even good for your portfolio.
the 2nd gen thinkpad yoga 12 is comparable to the surface pro 3 and the last gen thinkpad yoga 12 is comparable to the surface pro 2 in specs . but the last gen thinkpad yoga 12 is a real minefield of QA and so you'll probably get horrible ghosting on the screen or digitizer deadzones or both. not sure about the 2nd gen…
Can't you just import the 2nd scene into a namespace in the first scene, then middle-click and drag the contents of each named group in the 2nd scene into the matching group first scene? This should be quite fast if you have only a few groups, if you have lots then you'd want a MEL for it. It's easy to strip namespaces…
@Wolves Thanks man ! I contacted Dylan about the small hair brush as well so I might be able to release it soon :) @leopenaranda Cheers :) More today ! @NNKD Thank you very much :) It would definitely be super interesting to have some of their top art people talk about it. From what I understand, it's all about letting out…
I gave my "texture before mesh" approach a try today and end up seeing a few problems with it: - Not knowing the exact shape = not knowing the uv size = there bound to be wasted texture space: the pillow, for example, doesn't need that much texture, so unless we know beforehand we are going to reuse those textures, this…
I think this is a valid style for enviro concept art. I see that you have atmospheric perspective going on. A pointer from me would be to check your color saturation. You have atmospheric perspective but color saturation, particularly for your foliage, looks the same as it recedes (heading to the background). I think,…
Yeah I've made extensive use of the set driven key (all of the facial control, the secondary animation on the hair and breasts, the 2nd and 3rd bones in each finger. The problem with sculpted deformations is that you can't simply pose with a skeleton, alter vertexes then store that as a blendshape... although you could…
Here a cut & paste from my site. as a update. Lejii Masamoto amd Daft punk created a Space Opera like OVA one shot dvd which recieved quite a welcome response and was quite a hit on mtv and in europe. Daft Punk made thier announceed thier new music vids for their Discovery album. These videos are of note to anime fans…
Okay so here's the issue. I'm trying to render my scene using lightmaps created on a 2nd uv channel. I'm wanting that lightmap targa to multiply through the diffuse. I know for game engines its as easy as plugging in that lightmap targe in a multiply area for the 2nd uv in the shader. But I've never done it in max. Does…