hello everyone, I've recently created a parametric array modifier for 3ds max. I think it may be very useful for many peoples workflows. please check it out and see if it's useful for yours Use for all sorts of parametric placement needs. Linear or radial arrays are common, but also various oscillating arrays. You can add…
If your worried about coding, and have 100 bucks to spare, check out PlayMaker. I've been using it...its a pretty nice, artist friendly way to make stuff happen without coding.
Coming back to this, I had a thought about metal and roughness maps. How were those baked in softwares like Maya and 3DS Max? To my knowledge, there is no option to bake those kinds of maps, even today.
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…
Yes. maybe. I saw fantastic job people do in SPainter sometimes but Painter sort of rules your hand. While in Zbrush you goes from general low-res form , through mid-frequency details to tiny details and it it makes you select what to do and how smooth vs how sharp. Since the detailing needs extra time you test in game…
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…
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.