I know this isn't how emissive works, but I think that multiplying a constant 3 (or 1) by the diffuse and inputting it into the custom lighting would work. Or If I had an emissive map. I would use a constant 1 multiplied by a texture sample, then multiplied by the diffuse.
Hello! I would like to share my progress in my upcoming asset pack that will be released someday this month, it's getting close to its finish and I have now a lot for share and talk, so let's do it. What is City KIT BR? This is a project I start working in 2022 to have a full kit bashing asset pack where we will be able to…
Thatched roof stable Oh hay! I have been working on this thatched roof stable asset recently and thought I would share my process for creating it. I started off by working with xgen hairs on a plane in Maya. Following reference I groomed the strands so that they fall in a straight, layered way, with occasional hairs going…
As for the second part, here's example dotnet textbox: try destroyDialog test catch()rollout test " .NET Textbox" width:180 height:180( dotNetControl dncText "System.Windows.Forms.Textbox" width:175 height:170 align:#center on test open do ( dncText.Font = dotNetObject "System.Drawing.Font" "MS Sans Serif" 8 ((dotNetClass…
I'm sure my advice is far from "be all/end all," but I'll give it a shot! 1) A Breakdown of the theory behind Parallax mapping Parallax mapping is a technique for real-time approximation of displacement mapping. Each pixel's texture coordinates are adjusted at render-time to create an illusion of depth as the viewer's eye…
I would recomend you looking into the addon "modifier list" https://blenderartists.org/t/modifier-list-1-3-1-improved-lattice-other-stuff/1147752 It allows you to add the modifier with a gizmo on the vertex you have selected much more easily
1: To me it looks like you are still adding a little skew. If you look directly down on the mesh from the top do the cage edge loops and the mesh edgeloops line up? if not then the raycast is not perpendicular. 2: I'm guessing you are not averaging the direction of the raycast, so the raycast is following the mesh normals.…
Doing an explode bake doesn't mean you need to use a large number of seperate mesh chunks, and using a continunouse mesh chunk for everything that doesn't animate(or just 2-3 larger chunks) doesn't mean you shouldn't do an explode bake. My general rules of thumb: 1. Use as few mesh chunks as possible 2. Use separate mesh…
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Finally got time to finish my Dejah Thoris. I missed her a lot. The final lowpoly stands at 26,126 triangles and has 3 X 2048 px and 1 X 512 px(Hair) texture sheets. The sword uses 1 1024px texture