Finished up the Terracotta material now! Made a lot of alterations from the previous shots above: * Added Colour information * Removed warp after initial pattern * Re-organised the graph to be easier to read * Added the paint information to the roughness map * Adjusted all tiles to be a bit sharper and less chunky to…
Thanks for the reply Gruntpunch. Well what I mean when I refer to fuziness is he the fuziness slider in the Multi Material Blend node. It lets the color ID range out further than the picked color. When it comes to having no anti aliasing in the ID maps, well it does neutralize the black border issues BUT many times things…
If I understand you correctly, this is pretty easy with script. The code below works on a viewport selection not on a Layer Explorer selection. It just clones all the object then puts them in new layers. A built in way would be to merge the max file into itself and turn off "Match Layers", but that option isn't doing…
Tangent baking issues are never obsolete :) But, 3dsMax has 3 different tangent spaces you can choose in the prefs to decide which one to use in the viewport. I tend to use the Maya one because it gives me better results and I like to use Turtle or Beast for baking the maps. I think the legacy tangents are the default…
OK! Thank you so much Uzziel, Ok so I finally figured it out, thanks to you Uzziel, Its because I was using a colour node for my roughness, its a little weird that it would let you do it and show up in the 3D view if its not going to export properly. All I had to do to fix the Roughness is make sure it was set to…
Hey there guys, If you plan on going to GDC but haven't got your pass yet I'm giving a few discount codes(-100$/while they last) on my facebook page. I hope this can make it a bit easier on your budget. Cheers, Andrew
No it's not a pluing. Adobe made "material" panel few years ago where you could load sbsar. it reads a layer as rgba input. Makes it into smart object and put live sbsar processing on top of it. So far I use height to normal map ,height to smooth curvature and height to AO "materials" It works best if you document follows…
I need help trying to input number's into the coding here is what I'm trying to do: If you press the number one it will choose a weapon. If you press the number one again it will choose another weapon. The cycle continues as you keep pressing the number one.
select your object. enter paont smooth skin weights tool. change Mode: to select. select your pain in the ass vertex. change Mode: back to paint. click weight hammer next to the Tools:. if that dos not work then i would dupe your joints and your model. make sure they have no stray nodes attached. and set up a new skin…