Yes like Joopson said, you just overlay your Exported U.v.'s over the textures in say Krita or "photohop". In max there is an option when exporting wireframe "u.v.'s" , you can take away the inner lines of the wireframes and keep the outter wireframes. Do not have 3dsmax in front of me nor on this p.c. but its selection…
the area looks also fine in toolsbag. but it comes in unsmoothed. on export make sure you export it softened and on bake it works for me, just quickly tested in tooldbag 4, ont have 5 installed at the office on zero roughness and with an environment shown, i do see some artifacts, which i would assume all come from the…
Hey guys!:cool: I was thinking of working on getting a new job..:poly142: Sooo, I wanted to do some stuff that has to do with that company. Cater to their ego, as Eddie Murphy would have said:poly136: I had this Call of Duty 4 character sdk laying around. It's skinned up and good to go. I did some handkey stuff on it about…
@Cathodeus Okay, thank you. That's more the answer I was looking for. That just wasn't what I gathered from your first answer. If most studios just use to core tools, then that's what I will mainly stick with. I mean, that's what I have been sticking with for years. I just wanted to know if it was true that most studios…
Then I wouldn't suggest a 17" That would be a PITA to carry around all day at school. You get better deals with the ATI cards and DX11 support. However you dont get the CUDA support of Nvidia. Here are some ideas (and you dont have to buy here, just examples). If you swallow the pill of ATI:…
Here you go. -- Make two MEL shelf buttons. Then, here's the MEL code for shelf button 1: //turn off undo undoInfo -stateWithoutFlush false; //query current grid divisions int $gridDivs = `grid -q -divisions`; //calculate new divisions $gridDivs = $gridDivs * 2; //query current grid spacing int $gridSpacing = `grid -q…
As jeff said it targets CPU bottlenecks. One aspect is also that those are techniques that programmers have to apply to their code. So it's not a pure driver optimization that makes anything fast in the driver. The talk as well as others make suggestions to programmers how to organize their render engines to avoid some CPU…
do you think you could make a game by having 50 people code individual parts of a random game independently with no contact. sell those parts in a store. and have someone else simply buy various bits of that code and smash it together an make a nice game? i doubt a "game asset" store will ever work for anything but quick…
I just use F4 to turn on and off wireframe while keeping flat shaded :) But if you want to get a key bound to flat shading, it's pretty easy. Bring up the MAX script editor (MAXScript->MAXScript Editor...) and type the code in: Now there are a few ways to get that bound to a key, but the one I'd use is: * Select the code…
This is fantastic! When it works it has easily optimised my cross-application workflow by a significant margin. One rather significant problem. The first session with 2.68 I played around with baking out maps, everything worked fine. I rebooted, did the sleep thing, and the next day re-opened Blender and it freaked out…