I'm running Quixel Colors 1.3 Currently I'm watching the DDO Painter: Color ID Primer pt.2 and I'm trying to assign color IDs. In the tutorial he is able to select a mesh or sub object and just simply click on a color swatch to assign a color. When i click on the color swatches nothing happens. I've tried multiple meshes,…
upd 19 jan 2015 Set for Beast Master upd 24 aug 2014 Set for Necrophos upd 27 july 2014 upd 28 june 2014 collab with Andumy and Pior upd 14 june 2014 Set for Siren Hey guys! Finally managed to create my own thread here, so here we go: finished set for slark few days ago, check it out…
Hello, I have this model which uses mirrored uvs i have set this up in max offseting them by 1.Also my mirrored side UV's are inverted to get a good bake in SP. If they aren't inverted my bakegets screwd up (fbx 2014-2015). If you are using mirrored uvs. Does this mean if you are using text decalls/stencils the mirrored…
Need to fit color range into half of its current. (So like 4 bit vs 8bit) How would you solve this? We are using a Blend with a 16F 50% grayscale at linear dodge. Then doing a 16F grayscale of that result with Multiply. At the end we reduce to 8bit. It gives us close results, but I keep thinking we can do this with less…
Our studio (AtomJack) is working on our first game right now. We're just starting to show some of the content we've been working on, and this month's post on our dev blog was written by me, and gives a broad overview of the process by which I modeled and textured one of our main characters: If you'd like to read the full…
Hi, So, i've experimented a bit with max's SDK and was able to figure out the tangent calculation used by max when scanline rendering. I work with three.js to render the models in the browser and have the javascript code to do the proper normal map decoding on the client side. Ie. one only needs to load the vertices, uvs…
Hey all, I'm newb at this. Please be patient with me :'( :'( :'( I'm following this tutorial on making polygon hair: https://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/ I'm stuck on step 12, once I've got the UV islands for the hair model done, I've exported it as OBJ to zbrush, and used…
progress for today wont be able to finish this month :( but will try to finish it anyway baked the bed and put it in unreal for some reason fbx doesnt export smoothing groups i think it might be because my fbx exporter is from max 2015 so possibly outdated ? bed is currently obj and that works fine (ticked export smoothing…
I might not understand the issue you're having, but do you have enough subdivisions perna? You definitly need to go up a level or two (or more) if you want good control over the creases. The cube below is at subd level 6. This is the kind of result I get in maya, not using opensubdiv though since we don't have 2015 at work…