good start man. It seems like you were able to hit what you were aiming for 1) Why do peeps keep calling a color map for a diffuse map when it is clearly mapped to the color and not the diffuse channel? Everyone has there word for it, I believe in max they actually call it diffuse on the shader if I recall. Diffuse is just…
Unfortunately there are still a few minor features that haven't been added back in. Toolbag 2 is a complete re-write, so everything has to be writen from scratch. While TB2 is not "feature complete" (and probably never will be, there will always be cool new stuff we want to add) we feel that in its current state it is a…
The thing is that cutting of the search distance is giving a 'false' result, while what is needed is a different curve on the black and white transistion Here you can see that its a really big difference in quality: (Default, Photoshopped default, cutoff) From my knowledge is my photoshopped version closer to ground truth…
http://www.chuggnut.com/scripts/unwraptools/unwraptools.htm those tools are like a message from above. The alignment options / buttons are probably get the most use from me, but as a whole it has some very handy features that may help you out. When overlapping areas there is a UV align option that works wonders on…
Hats off to you man. That is a terrifying amount of improvement in 3 days time. One of the things I would try to do with this piece because your piece sits in such a comfortable angle now is perhaps design a room around it. What other equipment is in the room? What does the floor look like? Who is using this and what is…
UDK March update with some familiar art thrown in, congrats Tor Frick Epic Games Releases March 2012 Unreal Development Kit Beta Epic Games, Inc. has released the March 2012 Unreal Development Kit Beta, the latest version of the free edition of Unreal Engine 3 that provides access to the award-winning 3D game engine and…
What's been done in this shader is unconventional and tbh looks a bit masturbatory Personally I'd have taken the sss and roughness out, compressed them as a 2 channel texture and halved the size if I was desperate to save memory. if the cost of one extra texture read per tree material is causing you problems then I'd…
Your distant mountains should just be made using the landscape tool. Since they're far away and viewed through a fog plane, there's no reason to have super detailed meshes. And they're so big that doing a unique unwrap for them means density issues anyways. Make several tiling textures and blend them using height data to…
I'm not 100% sure what you are trying to do, but for what I'm guessing, using a struct to store the information would be the safest way. When you do oldP = (selection as array) each item in there is a reference to the actual object in the scene. When you change the pivot and position of each object using Selection.pivot =…
You seem a bit confused here, first off for organic modeling(characters etc) the standard workflow isnt model lowpoly then high, its: A. Model clean evenly spaced quad based cage mesh for sculpting B. Sculpt/Model high C. Retopo for low D. UV low and bake For hard surface/props a similar workflow is usually used: A.…