Alright, so you're suggesting in a case like this to make a bunch of bricks that are mapped to blocks instead? But let's say I want to create a large block for an example, it would require to much resolution for being uniquely unwrapped and wouldn't have the necessary details with a tileable texture. Or would you go with…
they've had a version of this since Zb4 as a material, Fibers1. this looks like pretty much the same thing except you apply it as a surface like noise instead of a meterial that only shows up in the render. There appears to be a bit more control over manipulating it, using the move brush etc, but the dog example was the…
Yes I was suggesting putting a power node between the cube map and the multiply. It functions as a contrast enhancer, leaving the brighter portions less touched than the darker portions. Brighter areas of a scene reflect better than darker ones as they have more energy they can lose to the material and still be reflected.…
i really jsut want to have it so you can make your own radial menus, and be able to make them with 2 to 8 slots in them instead of just 8. when i get time, im going to make some example videos of some features and UI enhancements, using other apps like modo, and maya etc and talk about possible ways it these enhancements…
Well the nature of the problem is simple. If you texture on a straight object and then bend it, the texture will stretch on the polygons that get wider and compress on the polygons that get thinner. That's the basic logic. If you texture on an object that is already curved, then there is no stretching or compressing to be…
Short list. Can explain later or if asked: Game Dev programs across the world would like game art for their student game projects. Quality will vary. Good example (full disclosure: I art directed on it): The Maestros at USC Games. We had ~25 volunteer artists at any one time Indie games on places like TIGsourxe or…
I have to say, thanks Eric! I tested everything today and it works perfectly. What I did was, just what I said basically. Attach constrained a bunch of dummy boxes to key areas of the morphing mesh (as per the XSI facerobot example bone structure), then Position Constrained a bone to each dummy object. For the eyelids,…
1. Lookat constraint. Script here. 2. Projection map, plus volume light atmos effect. Here's an example of #2 I made awhile back. http://www.ericchadwick.com/examples/images/volumelight_nebula.max [edit: didn't mean to brush off rooster's ideas, I posted last night pretty late. There are many valid ways to skin this cat.…
I guess it's still relevant for those who want to have full control on the rendering process and flexible scene definition with SDL- so very good for experiments. For example, latest version 3.8 beta has a very powerful feature: user-defined cameras for different non-standard projections, like equirectangular:…
Hi guys I had some questions about texturing a vehicle to Nintendo DS specs. Does the DS support reflections on car materials from an environment map or a reflection map? Would an artist just basically paint in some static highlights or reflections into the diffuse map for this type of texture. Some info that might help is…