found another way to translate smoothing groups from max to zbrush. 1.create smooth groups in 3dmax 2. run script from here http://forums.cgsociety.org/showthread.php?t=297006 (in last post) it is create and assign separate material to each smooth group 3. in zbrush preferences-import/export set import mat as groups 4.…
Hey, Here you'ill find what you asked for : https://dl.dropbox.com/u/1812933/UDK/CG_CookTorrance.upk It's full HLSL, I didn't make it for being used in game. But it will be straightforward to convert it to node. Code belongs to : http://content.gpwiki.org/index.php/D3DBook:%28Lighting%29_Cook-Torrance
well i am not just speculating things out of thin air. i am very skeptical and critical of everything i hear and see and it doesnt matter which side the information comes from. it isnt just my oponion, the facts are out there. am i the only one capable of making the accurate deduction ? but since you ask, here are few…
The white background hurts my eyes lol. I'd suggest doing a background similar to this : http://fc08.deviantart.net/fs70/f/2012/293/4/9/lol__rocket_girl_tristana_by_missmaddytaylor-d5ie69k.png
UV space is purely described as a 0-1 numeric range. So even if you specify a different width/aspect ratio for the display of the UV space, the positions/values of all the UVs are still the same (think of it like a percentage - a UV point at 0.25 will still be 25% across the space, regardless of if it's square or…
There's little information inside the roads to wash out in the first place. What the operation did was preserve the border edges/vertices of the two polygroups. Creating even more polygroups won't lead to ZRemesher preserving surface details; the borders of the groups will be frozen in place (eating most of the target…
Looking back at it after a few days, I realized the timing was not there yet, and it wasn't really conveying the idea of super-speed of trying to achieve. So after adjusting the poses, I thought having the character to duplicate would help showing his super speed. I did a mock-up in after effect before commiting to have…
the only thing i could suggest is duplicating, using zremesh for cleaner geometry and project all for projecting detail onto the remeshed/duplicated model. Also: clip brushes for hard surface shapes, Transpose tool for extrusions and geometry placement, Poly-grouping and slice tool. Basic example of using polygroups and…