I followed your steps being... in 3dsmax: -give everything the same smoothing group -export as an fbx with only smoothing groups, triangulate and preserve edge orientation selected in SP: -upon importing select 'compute tangent space per fragment' -bake your normal map in SP (not much is specified here, i just kept the…
@fuzzzzzz thank you for taking a look and writing a feedback! About the expert mode: Unfortunately the Dividers don't have states, therefore I can only simulate a click on the interface item, but not check their current state. Afaik the bottom panel is hidden by default, so when you define it as part of the expert mode, it…
There's a lot of piece specific advice possible, but you need to take a step back and examine these two issues: 1. Noticed all the normal maps appear to be diffuse textures with default crazybump settings. This is directly telling potential employers you don't have an understanding of generating normal maps. They also…
The shadows are dynamic shadows from a moveable dominant light. These are naturally sharp. In fact, the shader has absolutely no lambert whatsoever, all shading is done by the light's shadows. Secondly, anything you plug into the "CustomLightingDiffuse" parameter of a shader will directly influence how the shader looks in…
When you're licensing an engine you don't have to care about whether they have games already. UE3.0 is available for license NOW. On the other hand I expect Doom 3 to make quite a few steps forward as well. iD doesn't use all the features available to them because no PC could handle that so their engines remain relevant…
"I'm thinking Maya 6 probably has this functionality built in, though" You'd be wishing actually BF :-] It depends what you're using Maya for in a way. At work my setup is different from home, since at work its geared toward in game stuff and various engine related tools. At home I only ever tend to model in SubD-s or…
I prefer Blender for this. Attach objects together, then create new empty texture and make it active "target" ( its node selected) in all materials ( drag and drop new texture from image pane to shader pane in each material) . Copy UV set and keep the original one with camera mark on while the new selected one with that…
All right , that sounds great! I'm looking forward to this update:) There is just one abnormal behavior I've found: For some reason the script doesn't work right when the LOW_ is linked to its corresponding HIGH_ and the opposite too(HIGH_ is linked to the LOW_). However, it works great when you have one LOW_ object with…
Im taking a chance to see if i can send you a good resolution of my sun setting but i don't think that it's gonna do it Here are the most principal setting of all lights and environnement parameters CHECK THIS OUT THANK YOU!!! So my Sun parameters are : Target Spot Casting Shadow with mental ray Shadow Map A Multiplier of…
1. left click selection as default 2. maya style viewport navigation 3. add to/remove from selections with shift/alt (perhaps that's the default already? i confess mine is all custom) interface-wise: proper on-screen gizmo, ability to customize the tool shelf with drag&drop/GUI editor, preselection highlight for components…