Hello everyone. I'm using Marmoset 2 and every so often I'll import an Albedo map. Every so often that material looks like it just went through a lightness filter. I know Marmoset is the problem because it looks just fine in the actual TGA texture. The problem is the material right? No. It still won't work if I create a…
Forgive me if I'm bringing up already explored and asked topics, but I have a couple questions about recruiters, and was wondering if people knew anything about the pros and cons of working with them. To start, in the last two weeks I've been contacted by three different recruiters from three different companies, all…
I just installed Quixel Studio 2.0, and I'm running Maya 2016. I installed Quixel Colors after my installation of Quixel Studio 2.0. I followed the steps on how to install Quixel Colors on the Quixel Website, but I'm having issues. First of all I'd like to state that my Quixel Studio and Colors are installed in the default…
Wow great thread :-B @cturbo I think currently some surfaces have a pretty intense normal map. Some more subtle/micro details might be a better fit for the roughness map, so they reflect differently. For example, currently the parquet floor looks like it has grouts between the different wood panels, I think that's more a…
Hey Spur, Another thing you could try is adding the 3gb switch to your boot.ini file. It will allocate more memory to whatever application you are using. Basically Windows only allows up to 2gb of memory per app, and the switch allows up up to 3gb per app. What's interesting, is even if you don't have more than 2gb of…
Hi guys, I recently downloaded the workshoop tool for DOTA2 to make some particle fx, but I have some issues. First of all I couldn't open any vfx from the editor, this is because the DOTA2 particle editor apparently cannot open .pcf, but I found someone who converted them in .vpcf (I don't know how) and I downloaded the…
Because topology and vert counts can change and some modelers don't like making morphs, sometimes 2, 3, 4 times, I think it's best to create a lower poly face mesh (that won't change vert count) and do your open closed morphs/blend shapes on that and then skinwrap your WIP head to it to animate it back and forth between…
Not exactly sure what your looking for but heres my 2 cents. If you would like to be able to move those 2 verts and still have them connected to the original verts at the same time you can select an edge in subobject mode and shift+drag the edge and it will stay connected to the original verts. Something to note, this is…
I cobbled together some bits and bobs into a stand alone win32 tool it works on a wavefront obj file (the DrOS of file formats but pretty ubiquitous), it will handle quads, though not polys, (in the export) but will still render them as tri's. It expects the UV's to be in a 0-1 range. You can drop drag the obj file onto…