Price of tickets have been lowered to a more affordable price! Don't miss out on this opportunity if you are in the Seattle area, to learn from two awesome artists! Details can be found here: http://sketchfoundry.com/beastlab/ Course Description 1/3 observation 1/3 presentation 1/3 demonstration Day 1: Paul Richards After…
Yeah unless all you have is a flat plane almost every static mesh will need a separate set of UVs just for lightmaps. The general rules for lightmaps in UDK are: 1. Make sure there are no overlapping UVs. 2. Make sure there is 2 pixels of padding around each UV shell (4 pixels total between two different shells) to prevent…
what pior said. The normal map doesn't look like UDK unpacked it on import. It looks like a regular texture which will give you wrong info. And yeah, remove the normal map multiply. when you import the normal map with actual normal map settings UDK unpacks the data to a -1 to +1 range which it expects for it shader system.…
HI guys, Thanks for the feedback. @MrHobo is right about the Trending wall and its usefulness. The Trending algorithm is very similar to most Trending algorithms you'd find in other sites such as Twitter. It is (currently) based on Likes and publish date. So artworks that get a few likes immediately after publishing tend…
Here's one I wrote for just updating the textures on the selected objects: <font class="small">Code:</font><hr /><pre> //global proc CRupdateTexSelected() { waitCursor -state on; source AEfileTemplate.mel; string $mats[]; string $files[]; string $sel[]=`ls -sl -tr -l`; for ($node in $sel) { string $shapes[] =…
UDIMs are not currently supported. You'll need to apply 1 material per UDIM to your low poly mesh in Maya before importing into Toolbag. If you want to bake UDIM style maps you'll need to move the UVs for each UDIM into the 0-1 texture space too, as Toolbag ignores UVs outside of 0-1.
There are a bunch of orange/brown ones on the ZBC matcap repository. http://www.zbrushcentral.com/showthread.php?46175-Matcap-repository&p=546510&viewfull=1#post546510 http://www.zbrushcentral.com/showthread.php?46175-Matcap-repository&p=546510&viewfull=1#post546510…
I would have Character #1 ask Characters #2 and #3 for ideas. Then I would have Characters #2 and #3 mock character #1 for being completely unoriginal and tell #1 that if he is graduating this year and he still can't come up with original ideas, the University has failed him big time.
To do the 1bit alpha you'd have to re-do the alpha's you have and re-import and use DTX1 (1-bit alpha or no alpha). Then the material needs to be changed as well, it needs to be masked. Masked materials can be lit. **EDIT** Sorry, and 1-bit alpha is where it's either 0 or 1, no gradients in the alpha channel.
[ QUOTE ] mega man 1, but i don't want them to change ANYTHING just the exact game remade to look and play exactly the way it did [/ QUOTE ] so a game that looks and plays exactly like megaman 1. Have you tried playing megaman 1? edit: I second the David Bowie call