5 shots total I'd say. Maybe 5 of your best art, 5 lighting, 5 whatever, etc. A smorgasbord of screens can be overwhelming sometimes I'd say. Get that stuff up Nick! Can't wait to see it.
If your mesh have 5 material, 5 unique texture sets, but the ao goes with a secondary uv channel, you can add 5 materials with the different textures, and reuse the ao. So just put the same ao into all 5 of them.
All packaged, no errors and few warnings that are resolved by cleaning up the project file. I can likely bring the project package shipping version down under 5 min 10 min. Time to run the final real world test.....across different machines.
I'm wondering if there's a way to automatically (either through max's native tools or script) shift keyframes of an animation to the nearest multiple of 5? I'm working with mocap and I'd like to be able to shift selected keyframes either up or down a fraction to the closest 5. So if there's keys on 7 they'd move down to 5…
Hi, i have question about creating textures for unity 5 in quixel suite. I chose unity 5 alibration profile, create all materials end save it. In unity i have issue, skin on my character is glosy like metal... what is wrong?. i Created specular gloss workflow. Maybe some quick tips for cerating textures for unity 5?
I'm not entirely sure what the 'Unity' calibration profile is intended for as it's been around for a while now and I suspect not based on the Unity 5 PBR implementation. I assume a Unity 5 calibration is inbound, but until then has anyone found one of the existing profiles especially useful in the Unity 5 beta,…