good point about the ground pipes not matching up with the style of the ceiling pipes. I'll have a play around with some more uniform spiral patterns around the base to counter it and see if i can get it more inline with what's going on in the center and the top. As for the lava, i feel the red is just about right…
Newer graphics cards are awful at editing models. They're optimized for smaller batches like you'd find in a game rather than single batches of millions, and expect batches to not change once uploaded. 3DS Max is pretty much unusable on my machine with complex models as there's a 1-2sec hang after any change to a model…
Got it working. Holy smokes, I can't believe what I did just worked. Definitely in foreign territory when it comes to all this new fangled blend shape transfering mesh attributes stuff. Anyway, for people who stumble upon this: In your modelNameShapeOrig node, uncheck "Intermediate Object" on all your blend shapes (not the…
Vig I kind of understand the concept of the seams, my problem is with the how they implemented pelt. I say I kind of understand cause I don't feel I'm great at unwrapping in general, but that said, apps like chilliskinner more or less worked on the same concept of plotting seams. It's a cool little script written around…
I bought a dell 2408WFP and i ended returning it to dell, too bad for what i expected. Coming from a CRT, you may be so disappointed as me. The dell mounts a s-pva panel and it presented so many bugs for the european version. It had like flashes and not the standard refreshing mode of lines going down. This is something…
-- This script will bake lighting into textures. -- It clones the mesh and breaks it into new objects by materialID -- It loads a lighting rig -- Rick Stirling February 2005 -- Get the model originalObj=$ -- Clone it myclone = copy originalObj --copy the original object -- Hide original select originalObj hide $ -- Load…
I'll try to give you an answer: As far as I know there are three typical workflows when it comes to normal mapping 1: You create a color texture in photoshop, make a greyscale heightmap of it (white up, black down) and use that to create a normal map, either using NVIDIAs or xNormals Photoshop plugin or you can use…
hawken, I hear ya. I was making referance to the childerns book "The Little Engine That Could". In my eyes the DS is already a succes with Animal crossing, Advance Wars 3, Nintendogs, MarioDS and the entire back catalog of games I have for the GBA. Any games that come out after this (like Kingdom Hearts) will be icing on…
Works in marmoset 3080, i used the trial to make the files to share with all you, thanks marmoset this is my thank you to all of p.c. Need help let me know... If you update it to work better or in 4 let me know ... Probably need the link right lol, opps. https://www.artstation.com/iam717/store and to beat the concern to…
Struggled to find a nice easy to use Maya to Unreal Vertex Animated Texture tool, so I ended up making my own. Thought I'd share with the community here, so that anyone can use/improve it further for their own uses. It produces a both a normal map (World Space) and position map (local space - position map relative to the…