롯아제렛에 테워낫다 . My parents were able to dodge the LA Riots in '92 by living in the back of a Korean church (나성한인연합장로교회) on Jefferson as the angry people of South Central moved northwards toward Wilshire. Couple months later, I was born at St. Mary's in Long Beach.
i wana choose between the Gigabyte GTX 970 G1 or the R9 390 i don't plan to play past 1080p or overclock so i don't think the 970 would be best but for the sake of game development which is better in programs like Mari 2.0 Zbrush Photoshop(High Res Textures) should i get the R9 390 for the 8GB
Saw this over the weekend,what a freaking hilarious movie,even more so than wedding crashers. i dont think i have laughed like this since i saw something about mary, i had my doubts about Steve Corell leading the film,but he pulled it off. Paul Rudd had a great performance too
Hi everyone i am working on my human project . I trying to get the same textures in mari of Digital Emily project but i don 't understand how can i extract the Single scatter map and also why the specular map is so White ? Thank you , Lorenzo Here the link of Digital Emily : http://gl.ict.usc.edu/Research/DigitalEmily2/
the snapshot feature will only export the uvs from the 0-1 area... i would suggest to use mudbox or mari to export the uv snap if you like to use a 2D paintng app... but if you have to paint 5 tiles its better tu use a 3D painter...
#facepalm why would an entire studio go OSX only? smh... Almost EVERYTHING in CGI starts out WINDOWS BASED... Horrible limitation they have bestowed on you guys... Better masking selections like in Mari and the ability to paint directly on the mesh hopefully in that beautiful render screen.
I know it has been brought up before from Mashru and others, but it would be great if SD applied generated noise to the mesh seamlessly regardless of UVs. I feel like both SD and SP are going to replace Mari for me, but this is one feature I hate losing.
YOu can model and unwrap the high poly model to texture it if you want, yea. Substance Painter MIGHT chug though depending on the high poly weight, so you might want to look into something like Mari or making a very heavy low-poly mesh.
cheers man. it might even be possible to do it the way Mari does it? where instead of going on material ID you can offset UV's by +1 or +2 depending on the set. so like, the head would be in 0 - 1 space, the body would be 1 - 2 space.
Yeah I meant the same as Oglu I just didn´t explained it the correct way I guess :) I had this recently when I exported to mari. Each UV Polygon was disconnected and flipped 180°. This happened to me when I used the OBJ exporter.