In your example, you don't need to specifically connect the vertex colours to it. - In your layered texture node, have the 2 textures. Make sure the one on the left is set to blend mode 'Over', and the one on the right is set to 'None' - apply the layered texture to the model, create a vertex color set and fill it with…
that's actually pretty impressive for ipad. She's leaning too much forward. Wrists are too thin. Pick up a copy of Anatomy for Sculptors. I don't know if the ipad version comes with subtools, but Zbrush is prepackaged with Ryan's ecorche model that you can drag in to compare and reference
Use the code creaturefood at checkout, to get a 20% discount on your ticket. Discount code is only good for 5 uses before it expires! Use it before it's gone! Details can be found here: http://sketchfoundry.com/beastlab/ Also the posts above have the outline for the event.
A lot of game exporters simply create their own tangents, using code like nvidia's meshmender, or microsoft's example code, or their own custom thing. Like EarthQuake says, you should talk to whomever wrote the game exporter, find out what they're expecting.
You'd need to have your application (the c++ code) handle this. It's quite doable if you have access to the shader loading code, I remember I did something similar back when I still programmed c++. Unfortunately that's not really a possibility with most applications.
UPDATE: We are moving our assets to Unreal Engine 4, so note that we are no longer requiring you to have Unreal Script Knowledge, everything is coded with C++ so if you have experience with C++ writing codes then please don't hesitate to contact us...
i've got a good few models (300k worth) in a scene that I want to render toon shaded, and I've got a toon shader applied to them (ramp material) as soon as I put the viewport into hardware textured mode, maya dies on me. it's as if the toon shader is using a massive ammount of texture resources, even though there are no…
In this brief tutorial, I'll show you how to start setting up Landscape for use as terrain for environments. Before I start, though, I'd like to point out that there is a ton of useful info on the UDK help pages. Here are some relevant links: http://udn.epicgames.com/Three/Landscape.html…
Remember this? This demo was picked up for showcase at SXSW Sydney! So I will be developing it further over the next month, and presenting it at the convention from October 13-19th. Any Sydney peeps / other attendees come say hi :smiley: The announcement post:…
I have another question. Can I somehow create a low-poly mesh for piping? I want to make sofa pillows with thick piping along the seams. The problem is, however, is that I can easily make a low-poly version of the pillows themselves inside MD, but I can't seem to find a way to reduce the topology for piping. And doing…