Yeah! Intuos2 belongs to the 'slipcover' generation, you can slide a piece of paper under the main flexible cover. I actually *don't* use this feature, but it's just that this thin transparent layer has a great feel to it, as opposed to the 'powder coated' hardplastic feel of the newer ones. Also the intuos2 pen fits…
A better option than the grid is just to turn on the Pixel Snap toggle. It's in the lower right corner of the Edit UV window, the icon looks like a magnet. Click and hold on it, and make sure that the magnet with a P above it is selected. (P for pixel). The only catch is that it will only snap to pixels of a texture in the…
I've made a channel box for Maya that you can customize to your liking and adds/fixes some extra stuff. It will be free. Right now what would really help is if a bunch of you could volunteer to help just by using it, writing down notes for stuff that you struggled to figure out, things that went wrong, and feedback in…
I've seen banding in the backgrounds in a lot of Toolbag 2 renders, so I figured I would write a short post explaining why it happens and how to fix it. First off, the underlying issue is a problem of bit-depth, there simply isn't enough values in an 8-bit image to represent a perfectly smooth gradient. The effect of this…
Hey everyone, I toyed around with and learned a bit about java scripting for photoshop in the past couple of days in an attempt to automate some of my workflow here at work, especially when tweaking diffuse, spec, and normal maps all day >< I think they are in a state where I can post them now. Rhinokey is hosting since my…
@dirtspacer Hi! Congratulations on finishing the shrine. My main critique would be that the shading looks a bit wrong, for example corners lack definition and flat areas have shading gradients. Checking the textures, it looks like you used an tangent-space normal map for the overgrowth and some other type normal map for…
Hey there, thanks for taking an interest. The plugin provides tools to export decal atlases and trim sheets with customizable channel packing, and the decals mesh is exported along with the main mesh in an FBX so nothing is stopping you from importing the files into other 3d tools, like Substance Painter. As for the number…
Roundtable finished?! Oof, even though I could probably continue on this scene forever, I feel like I have to give it rest for now and do something fresh. Finally created an Artstation project, which I think needs more breakdown images. Also updated web build. Changes I did: * Introduced some normal maps and baked lighting…
Due to popular demand I'm making the dark ninja Ayane for UT2003/04. Despite looking like a Sailormoon extra and coming in a gift wrap she's a deadly assassin and the most popular character in the DoA roster. Ayane is untextured except for the eyes and an alphamap for the hair. I've put edgeloops where the materials change…
Thanks, man! Yep; all done with blend shapes. I start with a high poly sculpt for the head in a sort of "default" pose (mouth open and everything kinda neutral looking) before bringing it into Maya and retopoing it. Then I export the new low poly head back into ZBrush and pump up the details in the sculpt before making a…