hahaha yea exactly Anthony. otherwise you just become that person no-one wants to work with. AKA: [ame=" https://www.youtube.com/watch?v=c7IvRqHaUAk"]Eric Cartman I AM GOD - YouTube[/ame]
Yes, Eric, I'm on Max aswell but I know that Maya/Max .fbx process is pretty much identical for SF. So any controllers driving bones, and ultimately verts through skin mod, will bake.
Thanks Eric! I figured as much that a seperate ID was the way to go. So I just make a unique tex on my own with a norm and spec map, then create a custom mat inside Ddo right???
i try to read the tutorials --) Thank you so much Eric! The idea, to lower the render quality is nice idead. I will check this out. You mean, turn everything off? Final Gather, Antialiasing ... and and and
Thank you Eric, im trying them out now. But the whole collection is a bit moore than i asked for :D haha but i have plenty of stuff to play around with now. Thanks alot!
Thanks for all of the comments, they have really helped. Eric's links in particular were great and they have gave me so much to think about! It is a good job that I like baked beans and porridge then lol
Haha, goddamn those penis trees are freaky things. And yea, it'd be wonderful if you send the full sized my way Eric. mlagran at gmail dot com if you would. Thanks a bunch man.
Nope, sorry Eric that is not the problem I am having. The problem I've run into is the actual .tga file generated from the hi res geo is colour banded and has noise it which makes the heightmap unusable.
Thanks Eric! Here is some update, did some quick scene placement of the tank and other objects. Redid the broken parts of the wall so the bricks read more. Any c&c is welcome. Thanks!
Thanks Eric. I'm so tired right now that I forgot about the photoshop plug-in. So basicly I could do it like alpha mapped hair, but with the added normalmap generated from the heightmap.