Hi! I'll look into whether I have the latest IK/Fk plugin - certainly because this seems the best solution (IMO) and yet still a long way short of what I might call intuitive. Can I ask you to elaborate on that last sentence: 'we all still use IK/FK blend set up (it works and it's fast)'? Does this mean IK/FK blend system…
The flat white version is what you have on A. From what I see since you likely used a max blending mode for the first tile generator, one of the ways to create a version with different shades of grey on each tile properly is to do it in 2 steps with 2 tile generators that skip every other line (1 tile generator is rows…
For large structure such as big building normally I would do tiling and trim textures. Tiling for bricks/ concrete/ plaster walls etc that required to tile across U and V, and trim for the metal frame/ wooden pillar etc that only required to tile on one direction. And also unique bits and pieces texture sets for sign/…
Thanks for the link Scruffy - but I couldn't find anything on exporting vertex alphas from max. I know about using the meshpaint to blend textures together; but that's not what I'm trying to achieve. I'm sure it's probably quite simple - either that or not possible. Essentially I'd like to import a second mesh made up of…
1300 frames in 1 file should make the editor crash :) And on the single/multi file issue; I use both, depending on what type of animations i'm making. Multi files give me more flexibility when i need to extend the animations. Single files make it easier for me to make animations blend into others, and for exporting from…
This next generation will be less about single massive texture sizes, and more about multiple smaller textures blended together in the shader. I suspect very few things will just be explicitly a 4096^2 texture as there are ways to do it now via material blending which can be similar in cost but 'infinite' resolution. With…
Qcs are relatively simple, especially when you're replacing existing weapons because you can just decompile those and it will give you an already built Qc file. Granted it's not perfect so you have to modify some things here and there but for the most part, pretty simple. Here's the Qc I used for compiling the…
RE lightmap UVs, unless it's something complicated or with lightmap-unfriendly shapes, I just let the auto-packer do its thing :) RE bleeding - I find if you're careful you can avoid bleeding. E.g. if I have a group of light fixtures in the same room (like the example above) I like to have the immediate spot lighting as…
I added more scripts to Toggletator, there're much more things to toggle: Toggle Inactive Layers Visibility; Toggle Layers Visibility by Labels script: it's like toggle by name, but by color label; Toggle Brush Blend Mode*: toggle between Normal and Erase brush blending mode with a hotkey; Toggle Brush Color Dynamics*:…
They are all weak in different way. Best thing you can do is stick with making something realistic based on reference, that avoids the stylisation that often covers for inability. 1. crossed eyes that are too wide, chest is harsh and boxy. Ear is wrong shape 2. Too stylised to say anything, lacks level of detail, no…