Do a CTRL-A to select all, then type in "0" in the W field at the bottom left (shown in Ott's screenshot). You shouldn't have to change mode at all, it's just W values getting thrown off hugely, I find the easiest way is just to reset all verts to W = 0, it won't mess with any of your existing mapping and it's probably the…
Are you limited to greyscale? To distinguish metal from wood, color can be very useful. Generally speaking, metal textures have like-colored specmaps while wood textures have grayscale or opposite-colored specmaps. See here for some discussion about the use of color in specmaps:…
You could try it the same way like in Photoshop. Put a color adjutment on the blue channel of the secondary Normalmap and reduce the output range from 0-255 to 0-127. You can simply overlay it now without affecting the base blue value of the underlaying normalmap. I hope this works, need a cup of coffee first to start my…
The section 0:24-0:48 can be removed if you're focusing on animation. Yes there are parts being animated, but it's not necessarily showing animation as a skill. I'd still say that part is more focused on modeling. As with what @tholmes3d was saying, you only need to show multiple angles if it benefits the shot. A simple…
I think this could be a good start https://digitalerr0r.wordpress.com/2009/03/23/xna-shader-programming-tutorial-1-ambient-light/ MS's site also has great resources. Filter by Game:Shader should give you quite a lot of look at. http://xbox.create.msdn.com/en-US/education/catalog/?contenttype=0&devarea=14&platform=0&sort=1
Instead of going via the UV Set Editor, call the MEL-script directly: performCopyCurrentUVSet "1" {"0", "ls -sl", "0"} ""; Do you get the same issue then? I've had these copying problems before, but can't recall what I did to get rid of it (it probably went away when I incorporated UV set -functionality into Nightshade UV…
Maybe Mop's MultiObjTool would help? http://www.polycount.com/forum/showpost.php?p=2325303&postcount=8 I've used his 3ds Max version to export FBX files, not sure if the Maya one supports FBX though. Also have you checked CreativeCrash? http://www.creativecrash.com/maya/downloads/search?search=fbx&x=0&y=0
Looking for other 3D artist to work with on Unreal Engine 4. Here is my first scene with UE4 made long time ago: https://www.dropbox.com/s/k6bpv8tl5ltofwf/HighresScreenshot00050.bmp?dl=0 Here the latest one still in progress: https://www.dropbox.com/s/do7conlt4ui3f79/HighresScreenshot00062.bmp?dl=0 PM me here or add me to…
Turn off sRGB for your Gloss texture, plug a lerp node with the A value of 1 and a B value of 0 and use your Gloss as your alpha. Bonus of this is that you have more control over the value range inside of Unreal, so if you need to cap your Roughness value you can do so by changing 0 to .1, etc.
mi_car_paint_phen_x.result > blendColors.color1 mia_material_x.result > blendColors.color2 file.outColorR > blendColors.blender blendColors.output > surfaceShader.outcolor you might need to swap color1 and 2 or invert your mask i usualy dont use a surfaceShader as my end node instead i use a lambert with diffuse set to 0,…