I followed this thread since the rage started a few weeks ago, was kinda pathetic that you quit but thats your choice... I'm a games design student myself, I worked extremely hard to get where I am now, with a predicted 1:1 bsc degree, and probably learnt more from the polycount community then the two years I've studied…
thanks rhinokey. On my last model i exported lopoly from max to zbrush built hipoly saved it.Then i collapsed all to sub div 1(saved under dif name) exported that back to max to uvwmap/unwrap then imported hipoly and created my normal in max.It did it this way as the lopoly model slightly changed when building the high. I…
Boostermoose: Yeah its pretty simple like that, some red/pink/white lights down and around the sabre "stick", with the addition of the extra tube u see in the lighting setup picture, I set some incandescence to it so it, with only its secondary rays visible so it would reflect some of those really strong whites from the…
I ran into this before and I can't quite remember how I manged to get around it. I think it comes from baking a defuse you previously baked into a shell material. Click on an empty slot in the material editor, and use the eye dropper to sample the material. If its a shell material drag out the original material or setup…
Thx, I see reference image might be the only proper use. (Was pretty confused by its Elevation + Snap setting, because -1 is basically the 1 relative unit from center of mesh, so it completely depends on the actual mesh geometry.)
Quick color tests! From set "A" I am leaning towards 1 and 5. For set "B" I like 1 and 2. Thoughts? Questions or concerns? I think I'm abandoning the composition of set B. Feedback welcome and encouraged.
Sorry that i spammed you. to be honest i send a lot of msg to diffrent ppl that joined the riot contests, you are probably in more than 1 contest and thats why you got more than 1 msg from me.
159, if i'm not mistaken. If you really need to know, they mention it at the end of the silo2 promo video. And i was pleasantly surprised to see them actually use the proper ratio from dollar to euro, instead of a 1:1, as i was expecting. yayhooray!
I'm happy to finally show the project I began years ago. I started making thousands of graphics that can be interchangeable for video game development. I wanted to make game design easier for indie developers. I showed my project to Steam and they were amazed enough with my project to extend a formal invitation to go on…
ercktjoe, uncheck "tangents and binormals" was a reference for exporting out from a 3D app, AFAIK that's different from turning ON "compute binormal in pixel shader" for Xnormal,which is still recommend by the Unreal Engine programmer. In a sync workflow you won't need to split UV at hard edges, beside I don't have any…