Brainstorm School - Concept Art & Design Workshop III: with David Levy - http://brainstormschool.com/portfolio/workshops/workshop-iii/ We are honored and excited to invite David Levy for our next Concept Art & Design Workshop III, on January 18th, 2015 from 2pm 7pm. www.BrainstormSchool.com/Workshops After studying…
Hey folks! Thanks for stopping by. Quick info:* Character art, drawing & 3D * Critique is ALWAYS welcome * Portfolio: http://alexis3d.com/ * Blog: http://secretagentcat.com/ * Livestream: http://www.livestream.com/secretagentcat * G+: Alexis Bogue * Twitter: @SACTigerfeet Long Info (ie, I like to ramble): Been struggling…
First of all, thanks a lot for humoring me. How are you removing the toolbars from the show/hide and customize menus? If it's e.g. in an .ini or .cuix file, it might be enough to make a backup of that or give the user instructions to do so. I mentioned not resetting the UI before, but if the backup is kept current, that…
For a PC dude and hobbiest "i like to mess around with toolsets and game a bit" it was a good one i think. Ofcourse i keep informed about all the stuff presented and coming out. If i was a console gamer or a journalist i would have been upset because the conferences bored the crap out of me. Aside from the feeling, that…
I changed your thread title from "Mental Ray Fundamentals Tutorial Search" to "mental ray in Maya - fundamentals tutorials?" which should help you get better answers from people. "mental ray" is always lower-case, using the right grammar shows you've done your homework, and when people see you're diligent about things like…
Ok awesome info - bare with me while I try to wrap my head around things. When you say spec map into the alpha channel the file is still considered "one" texture just processed a little bit differently? I've seen methods using one of the RGB channels as the spec - the trade-off being grey values hard set by that channel.…
[FONT="] I only found a out a few weeks ago that UE4 doesnt use colour spec maps and the like. I have red through all the PBR docs I could find but couldnt really find any info on how to layout roughness and metal maps. Also there are a heap of content examples that I have but I feel they are more of a showcase then a…
For future prosperity... There is a slightly simpler way to handle it. A) In the material editor, assign a gradient/gradient ramp to the diffuse slot of a material, go into that map slot. B) Set the map channel to 2, this will cause only this map slot to use UV2. C) Apply another UVW Unwrap modifier (you can delete this…
Thanks a bunch for the input you guys, I'm just heading out so hopefully I can try to implement your suggestions tonight or tomorrow. Oniram - Yeh, the only material that has a spec and normal is the ground right now (and even that is pretty subtle). Once I get all the diffuse textures done I will play with spec/normal on…