Hey Guys, not a long time, and i come back to you with my own solution to work with Zbrush/ZGametools and Photoshop. Smart and limitless features, you control the entire build process in Photoshop and automate all the task you want. you can create your own library of functions so easily and its portable for easy reuse.…
Thanks for the reference, I looked some more and found this one which I felt did a good job explaining. So basically, the Irradiance cube map is the same as the specular cube map except it is first precomputed in such a way as to have the each pixel account for all the light visible to its normal direction's hemisphere,…
yeah it's space colonization, seems to give a more "natural" looking tree. the biggest change I made to the algorithm I used was to add a normal to the points so you can add a growth direction bias (it's also very useful in other main application for emitters as scattering tools). Also a good decreasing sides cylinder…
C86G: Because the tangent spaces are different. If it's fine with a shader, be glad. Scanline is NOT what most games look like and shouldn't be used at all for game art imo... Haidda: Sure man, it's based on this guy's work: Dave Bollinger Pixel Spaceships (page died, hence wayback). Basically you just create a sort of…
@Kwramm It was the version 2.5 update when I redesigned the whole UI. It's still a dark theme like the first version but it has bigger UI areas to easier drag and drop elements. This is what it used to look like in its first version. Everything was very dark and tiny. It had the base controls in place but it was missing…
Eric Chadwick, The objects can consist of unlimited materials and overlapping uvs. The only rule is they require unique normalized secondary uvs, which you would probably already have for lightmapping. Right now Im just generating them them with the flatten map thingy in max, which is not very good but works. Unity3 also…
You should have a few templates to choose from to give people some ideas like using it on exporting. I remember this buggy max version in which I had to reset the driver texture size to maximum to get normal resolution bitmaps in the viewport (2010). With something in this direction I could see potential fixing those nasty…
@ Miguelito I don't use any kind of licenses or anything for my toolbar. I've never seen that before either. I've tested installing/un-installing the toolbar on my laptop, outside of my normal machine, and all was fine. This was on Windows 7 32bit. I can double check again, but the only folder that is set to remove…
part of ShoeBox, I am researching right now some alpha masking tool that tries to extract a straight alpha source (RGBA) out of a matted or flat (RGB) image. It works by etheir providing a 2nd image without the object you want to extract or estimating the background e.g a solid or even background color. Right now I am…
Yeah, Spline could prob work the same way. I was thinking about adding an offset slider. I'm going to work on it more today. Ill look into splines. The main issues I've had are/were just saying how to go about projecting verts. Right now I have it setup to only simulate on the start of the tool, then it only keeps working…