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…
Also the mathcolorblend node do some of the photoshop fusion modes. And looks like you can't have coloured specular with the standard material. Then i don't know how to use the advanced material :p
the direction of light from a light in max is -z, if you select the light node and set to move mode and coordsys to local you'll see the z axis pointing out the back of the light :) (cameras are the same)
Ah you're right, it's been a while. I hadn't actually animated in my little test scene. If I also uncheck Use Nucleus Solver on the hairsystem node it animates for me while in static mode.
I said, holy shit out loud lol...:poly142: He looked really good coming out of camo mode, and showing himself before he took his prey. Predator is what's up!!
[ EVEREST Home Edition (c) 2003, 2004 Lavalys, Inc. ] Version EVEREST v1.51.195 Homepage http://www.lavalys.com/ Report Type Report Wizard Operating System Microsoft Windows XP Professional 5.1.2600 (WinXP Retail) Date 2005-04-18 Time 13:31 [ Summary ] Computer: Operating System Microsoft Windows XP Professional OS Service…
@Dmorgan A good example of what I mean is klamante's post earlier in the thread. Much of the detail in their finished piece doesn't come from the 3D model itself but instead the texture applied to it that they then painted the details onto manually. https://polycount.com/discussion/comment/2798001/#Comment_2798001 You'd…
I actually really like modos default camera movement, because it doesn't require middle/right mouse buttons. Comes in really hand when using a wacom in sculpt/paint mode. I would recommend getting used to it when making the switch.
This is now easily doable in Substance Designer 6 with the new curve node. ;) If you want to do it in SD5, there are two ways : - Create your gradient, linear. Add a gradient map (grayscale) on top and enable the "interpolate mode". - Via a pixel processor with the following formula :