Okay so I finally got around to doing this. 1. Uninstalled driver through device manager clicked delete driver as well. 2. Booted in safe mode. 3. Had to uninstall driver again because even in safe mode it auto reinstalled as soon as the computer started, I hate that feature of windows. 4. Ran driver sweeper ticked the box…
I'm using a Dell XPS M1730. It has a T7700 (Core 2 Duo 2.4) with 4GB of ram (I'm using XP32 so it's only showing up as 3.18GB). It has dual GeForce 8700M GT's in SLi mode. This laptop's GPU can be upgraded to the 8800M GTX in SLi mode. Cost was around $3000USD one year ago. I guess a computer of the same strength would…
SebastianZapata I really appreciate it! Its been a really fun project to work on and I've been learning a ton - thanks for checking it out! Did a little more material stuff - added a mask map with metal, fresnel, and emissive channels. I think I want to add in some panning material effects for the weapon and maybe…
Hello!, I'm working on a project for Uni to create the Interior of a Room, which will end up in Unreal.I am replicating the town of Bellhart from Hollow Knight Silksong, which is a 2D / 2.5D game. I'm going to adapt it's stylised illustrated elements into semi-stylised real-time Assets. I'm currently modelling some of the…
Im having to repeatedly scale sets of vertices so they occupy the same position in space, and I'm using Soft Selection to influence their neighboring vertices. I'd love to have a MAXScript that does this in a single button, but I'm MXS illiterate. I tried using the FlattenX/Y/Z meshtools, but they ignore Soft Selection.…
idk if this is your #8. Being able to load a new HDRI without redoing the lighting? is that a crazy ask? i know of moving them off the main section and do it like that then move it back, perhaps a keep lighting check box, should be cool? idk how difficult coding is but on youtube people seem to do it like nothing, i can…
Hi, I'm trying to create shader for masking detail texture to multiply with metalness map.Her's my model with albedo, roughness and metalness maps on - no albedo or detail maps added at this point: I already have mix pass for albedo and now I'm trying to perform similar to reflectivity map. here's albedo part (it's working…
Yeah. I should have explained better. Scan Store provides full body assets. They come with a 5 subdiv level Ztool and the following maps: color, normal, roughness, specular roughness So the geometry is not baked to a displacement map. You wrap and transfer the geometry details to your own model and export the displacement.…
Actually, I did mention the colors, and said those weren't the issue. Using color codes is quite a common practice in real life buildings. And I noticed you had some floor-striping in place, which suggested such a coding system. I don't think having multiple colors is an issue at all, but I think it would be wise to unify…
Well the good news is that the base function of the Tachikoma, i.e., moving around/suspension and weapons has been more or less finalised, but I'll clear something up now. This thing will not be able to walk, it needs a completely different set of code and as far as I know no-one outside of a professional studio has…