Somewhat related to this thread http://boards.polycount.net/showflat.php...;gonew=1#UNREAD In the Halls of the Game Developers Conference (GDC), the talk this time was on "The Next Generation". Not the T.V. series, but the Next Generation of Consoles and high end game engines and shaders that ill be possible on the new…
Solution 1, use dilation on the texture. Possible solution 2, maybe the uvs are packed very tightly and you run into some precision issues. You can try enabling full precision uvs on the mesh. But using solution 1 should eliminate the issue for free.
Well, the Map in the Displace mod is #1, and the map selected in the Slate Material Editor is #2. So you just have the wrong Map showing. In the Slate Material Editor, on the left, go to Scene Materials and double click click Map #1 and it will appear in the Editor view.
Thanks for feedback,i'm quite new to 3d modeling and sculpting(1-2 months just of working,~1 year since i started) so i try to do my best :D .about textures the credit goes to igwtmenace,he do the textures:D
If you looking for a really good SSD, I bought 2 of these, 1 for workstation, 1 for laptop. SAMSUNG 830 Series MZ-7PC256B/W http://www.newegg.com/Product/Product.aspx?Item=N82E16820147164&name=Internal-SSD windows, 3dsmax, photoshop boot very quick :)
Thanks Jeremy for the purchase, and also everyone else! About it saying part 1, maybe I should remove that but this entire DVD is part 1 of an ongoing series, part 2 will be him creating an entire character, which hopefully will come out before the years end.
I'd actually argue the opposite : the fact that you have (logical) concerns about the layout means that you are having the right mindset. Even the most automated 3d painting workflow isn't an argument for a layout to be unreadable. And assuming that every other people handling the asset will do so using a 3d painting…
It looks like you're using the New Texture from UV Map option to see the result of your UV Planar, which is working as expected. Here's the issue: ZBrush HATES when UVs touch the 0-1 boundaries (that is, any UV point lined up exactly to 0 or 1 U/V, which is what happens with planes when you do Uvp). Anything baked to to a…
damn you chindia! you took my jerb ! And now you took away seattle from me!!! noooooooooooo :p but yea case and point I dont like cities (Im originally a FL boy and miami is the SAME shit) cramp parking, chance car getting broken into //stolen, paying anywhere from 7-10 bucks to park, bums everywhere asking me for change…
1.) finish model(s) 2.) select all objects together and run some maxscript to merge them all together (its just some xReset + attach multiple objects to 1 together) 3.) unwrap this 1 object using either UVlayout or TexTools 4.) merge stack + select elements and split mesh back to separate parts + setup pivots never really…