Doesn't help if he wants to bend something already modeled like a tiling section of a cave. I run into that problem a bunch, and this image shows how I handle it. Just incase someone reading this doesn't know for the second step, hold d to toggle the pivot editing mode, and hold the v key to snap it to existing geometry.…
Thanks Stefan for those codes! I got some awesome purpley guns. Too bad I got pistols and snipers which I don't use with my Gunzerker :( On that note, I LOVE my Zerker! I'm level 22 and going for the Rampage tree. I have dual assaults for one slot and then a slag SMG with an awesome fire shotty in my other slot which is…
megalmn2000 - thanks for the feedback. I have changed the roll-over color of the links to white w/ an underline. that should be a little easier to see. trying to figure out how to remove Permalink as we speak. have entered code to set it's display as "none," but doesn't seem to be working as of yet. there use to be an…
Is the offer remote oriented? Also nowadays for commission/freelance based work, the bare minimum is an agreed upon contract by both parties so checkout the info on the wiki to get started with: http://wiki.polycount.com/wiki/Freelance EDIT: On a side note, when I was much younger leveraging commissions as a traditional…
(disclaimer - all the following info is apparent to anyone with a copy of the noted game) ... 128x128 isn't a "maximum" size for the PSP hardware - on our last PSP game, you'll see several environment textures scattered around the place at that res x2, and a couple at even bigger than that. 128 is however a good guide for…
Try adding the lightmap and then multiplying it again, or try multiply with a lerp. There's all sorts of things you can do with the shader. You can always play around in shaderfx to get the look you want, then write the actual shader code. I've found it's much faster to prototype and experiment that way. Also, if you find…
The issue wasn't that the edges would turn themself back, like reset themselfs and you could visually see this, however it seemed turning edges had no effect on the rendered output with RTT. Sometime when i have time i can do a little test case and see if this is a real issue or something i am making up. On a side note it…
Trying to figure out how to set lightmap resolution based on distance. Im working on an isometric scene and since the camera is further back, Im assuming I dont need as high lightmap resolution? Though no matter what camera distance, the Lightmap Density view mode will show me the same color coded meshes no matter what…
kanga - yeah, similarly for a bevel 'shader' workflow at material level if baked with hard edges as opposed too firstly projecting for example, your hard surface primary (quad topology) baked data onto the same correctly prepared proxy. An early bevel node baking series at 2048px * 2 texture resolution of a medium poly…
Hey there kind people of polycount, so I've been trying around with various forms of "distribution" of objects in Maya/Arnold. Mostly nParticles and MASH. For the time being I've found MASH to be the most practical out of the two. However, my question concerns the variation of colours within the instances created. A very…