Eric, so basically, I have FumeFX in max. So how I can render frames to save them ? Or what ? Only thing I see in FumeFX, is simulate, it doesnt saves it anywhere.
Best example to check out is Skyrim's waterfalls. They use pretty much the same method Eric mentioned. You might be able to add some particles to the mesh depending on the type of waterfall you're going for.
hi Eric, thank you man, i found th e solution. i wanted to do a material to use multi uv space on my character. Here is the solution for those who are interested in.
I might be able to help you, Eric. Can you post the errors and/or the shader that you're using? If you don't feel like posting it publicly you can PM me or email me.
Hi Eric, so basically if I perform a uniform scale on an entire object or perform any type of scaling on sub-object level selections thats ok and I won't need to reset XForm?
Thanks for answer Eric, but this do not solve my problem, because my model already have repoto ( done in topogun ) also my problem was in that he is not 100% symmetrical ( like in this video ), only some parts of him.
i think the top faces of the stone thats in front could be more flat. I really like the textures. Ithink the wood could use some work. This is from Eric Chadwick. http://ericchadwick.com/img/painted_textures.html
Thank you Eric, Absolutely I agree. It's really hard to find references then. But now I've looked Google Maps and couldn't believe my eyes :) It has amazingly detailed visuals. (I'm talking about outdoor)
Thanks Eric. I was aware that the the functionality between IBL and HDR plus skylight were similar, but I'm just a curious individual and always want to learn more. Thanks for the links coldside. They will be going in the bookmarks for further exploration.
Currently getting into substance painter, so that's mostly the direction I am taking with texturing. Ill have a look at Millenia's workflow and test out your suggestions by tiling. That might be the way to go. Thanks, Eric. Appreciated.