Hey Malcolm, These arent being rendered in any engine, its just a screengrab from my max viewport - ie thats what it looks like when im working on him. I use the Xoliul 2.0 Shader and the accompanying environment maps that come packaged with it, there is only a couple to choose from unless you feel like making your own,…
that is a very fair and true comment, i suppose in my defence i wasnt really going for an interactable item more of a character accessory or at least thats how i saw it it as in what it would look like on the characters person so it would blend in more, and cause of its general design to be rather durable it was sort of a…
Thankfully thats not the case. The commands are just not listed with the ribbon. there is a category called polytools which contains the modeling tools. One thing i did straight away was re enable the old file menu. Its still listed under menus in the customize UI - > menus tab. to turn of the infocenter popups go to the…
Thanks for the info! Would you be able to vertex paint those different textures with the method you mentioned? I know the landscape materials can handle 4 sets of diffuse with normals and spec. But what about a basic static mesh? By packing channels you mean adding say 3 diffuse textures into each channel R.G.B of your…
thanks thomasp, What i mean by merge is copy a folder into a folder containing a folder with the same name. in windows any contents that has the same file names is overwritten and all new files are copied. on my mac i do the same thing and the contents of the first folder is indiscriminately deleted before copying the new…
There is no issue. :smile: The PNG file format support only transparency, not an alpha channel (contrary to the TGA file format). In Photoshop you can extract the transparency as a mask by doing Layer > Layer Mask > From Transparency. As for why your exported texture would be fully transparent, it's probably because you…
If your subtools didn't posses the same number of subdivision levels as each other, you probably lost the lower levels. Use tool: geometry: Reconstruct Subdiv as far as you can before unwrapping. For an easier time, make sure every mesh shares the same number of subd levels before subdividing, if possible. If you still…
MEL is not that smart I'm afraid. You could do it 2 ways. - Include those directories in the env file - source it. I would say managing your mel script is only important for yourself. Once they're publish for the studio to use, no one would ever browse to the directory as artists would only call those scripts via shelf…
No trick to it really, just a matter of planning the block out and starting with a high enough res to gain the curvature. Manual edge reroute/termination. Smoothing group setup. Probably some intelligent use of booleans (matching edgeloops rather than jamming primitives together) The model contains a lot of standard…
Well, the way I read it, either he's referring to Art Directors commenting on portfolios which contain nothing but realistic guns/cars/etc (in which case it's entirely reasonable to comment that their demonstrated artistic range is pretty poor), or he's actually quoting Art Directors who don't really know what they're…