So is Sony charging $100 to do something the owner can perform themselves? laaaaammmmme! Sony bricked my PS3 and wants 100 to fix it (I mean, you can fix a red ringed 360 yourself but it's significantly more involved)
Looks like it could be just a viewport lighting issue. What does it look like if you render the scene? When it comes to lighting you can never trust 100% what you see in the viewport, its close but never 100%.
Hello Polycount, here's another bland and generic gun! A finish to my week long obsession? - Nope, still missing a quad rail adapter and a Surefire M900V weapon light, but there are other things I gotta do first. So now to let it sit in the dust for a month or two while I go make nature.
we've got a custom arm rig consisting of bones and various helpers, and we need to scale it linearly to match real-life size (currently its around 20cm long) does anyone have any idea how we can do that? (all scale values need to be reset to 100 before exporting because the exporter doesnt support != 100 values).
Just doing some breakdown of TD including trim parts, notice how you can break trim sheet 1024 into 4 or as many as you like with power of 2. In my example I have 512-256-128-128 from top to bottom.
? I mean I guess its possible where the texture mips or has filtering there;s a small halo. But what your saying as fact - is incorrect. Here is a plane with a 100% black to 100% white roughness texture. No feathering. @McDev Post your texture flats.
In the fragment shader the normal map is un-range compressed using the formula normalMap = normalize((normalMap - 0.5) * 2.0); You can leave out the * 2.0 since this component is meant to bring the vectors into -1.0 to 1.0 range. The normalization does this already so it should be redundant.
It took me many months to figure out a decent way to make displacements easier to do... anyway, here is the 1.0 release of the Wall Worm Displacement Tool. [ame=" https://www.youtube.com/watch?v=8RBnX_iULY0"]Wall Worm Displacement Tool 1.0 - YouTube[/ame]
I am trying to make my first big set and am trying to figure out how to break the chunks up into modular pieces and how to texture them. I want to use a tiling texture as the base and add details with substance painter, but there's too much surface area for the shells to all fit into the 0-1 space and tile. Is it okay…
Paint update: I had couple hours to work on this and I painted also some glow to see how will work with the new Riot style. I assuming the textured glow can't be 100% saturated and 100% light. Any ideas? Cheers, Sorin