Thank you Eric. This is very helpful. You deducted correctrly that i have a black color in empty areas. It's good to know that standard shader will not treat them as alpha. I will try with hiding black areas with detail mask as you suggest.
I get nearly everything finished with the programming stuff......now a lot of writting stuff of the documentation and only 5 weeks left: @Eric I don´t have programmer, i just exported everything with the .fbx exporter built in maya.
Thanks Eric, yeah, i want to kinda have a nodebased way of doing sprites, kinda like air substance does or houdini, but cheaper or faster. Probably doesn't exist... but thanks everyone, there's some choices here, and I will check it out.
Thank you Eric. Do you recommend one over the other? So the "DX display of standard material" is not used in Max 2009? Or am I just missing the default plugin? EDIT: I got it down. Thanks again dude.
Hi guys Im looking for a Scifi hardsurface 3d modeler for my own project, as this is a long term freelancing I would like to have the candidate working close with me. Please link me your portfolio and DM me your experience Cheers Eric
@Eric Chadwick Thats how you'd do it on pc with the exception of the "head to shoulder" button is 1 step easier to reach, but actually I also don't see a sign out option on my phone there. Android phone, chrome browser.
Thanks for answering, Eric! :) I didn't notice there was replies here and just emailed you guys. In the "License Account", is it possible to remove licensed computers? After school I'll wipe the school computer and uninstall any personalized licensed software.
What Eric siad. Also bear in mind that LOD's use up more memory. So before you start tossing LOD's on everything, make sure you have enough static mesh memory available to do so.
CreativeSheep : sorry for my poor explanation is really simple no need for a video, you just name the containing groups with those tags and it will pack things automatically. Link works here @Eric Chadwick : thanks, changed it to packer to be more obvious
As Eric said, curvature is the mask to go with. Bring the thickness in post-process options up to 90+ and you will start getting tight edge highlights. Play around with brightness to make them more visible etc. Rest is up to you :)