He was an artist Mop. I think Ken has been more of the driving force at ID since Q3, so as is often the case with the community overspeculation as to how disruptive someone leaving is, it's probably not as bad as it might seem. r.
Threewave Software goes to Quakecon every year. We'll certainly go this year cuz of our Doom3 Expansion pack we did with nerv. I can be almost sure the whole Threewave staff will be at Quakecon this year. -R
-an mp3 player and an adapter to make it work on a car. -some sort of italian olive oil dispenser with a twin brother, for....something else liquidy i suppose. For my best friends wife. Im not buying anything else. -R
ok so i asked this question on reddit and someone helped me! heres his post if others have problems similar to mine http://www.reddit.com/r/blender/comments/15r1on/a_few_problems_with_uv_baking_a_tf2_item/c7p26s8
@Obscura Sure, here are the textures. I already increased the contrast a lot. Before it was the standard Photoshop > Filter > Render > Clouds. The blue channel is used a smask but in the example i only used R + G.
Silly me published a broken version, the curvature was all messed up:( and I had an unlinked smoothing option too:( wow. Updated: https://mega.nz/#!adESAIRY!jd5BYrF_mQNP8h8ANvlpQWQJeO-SkSmQ-R-gC12eX-s
HI, Thanks for you reply. The material seems really robust with lots of parameters and adjustments. I made a list of the textures and there R|G|B|A channels. If you can help out would be really cool.
Working on the high poly first, the screw might be a bit too big, I also started working with a script that helps with high-poly mesh generation so a lot of thi swas R&D
why would you want to invert your R channel? usually its just G that you need to invert to let the light hit the surface from the other direction as this is your Y vector