New Update http://www.digitalfossils.com/Download/NVil-Feb-26-14.rar Prerequisites : A need to download/install end user runtime(for slimDX) http://slimdx.org/download.php (the .net 2 download) Summary of changes: * Weld functions are added to Retopo tool. To weld moving/extruded vertex/edges to under cursor target, press…
There were 3 other textures along with this one: - Diffuse (base colors/details) - Specular Map (B/W image) - Normal Map I took a look at the channels, R and G have two different Greyscale textures, and Blue is Black, so it seems it's as you say. I'm curious how this would work for masking, why not just utilize the Diffuse…
Hmm after a while using it, there is some situation where max throw an error though, it's when an object with the transformation locked; something like target camera/ target light where it's rotation is locked..is there any way to exclude the name pattern with "target" at the beginning of it's class name in the maxscript?…
(w/flat lightning in maya) I wanted to put some of the more completed texture with in the scene to see if I need to make adjustments, but im really liking how it looks even with just some pieces! I'm gonna make some fixes for the floor because I messed up and the spare photoshop file I made got screwed up, Luckily I can…
-Update- Alright, nutshell version = time, not enough. Thanks for the feedback guys, here's where I'm at. Looking at the thumbnails after.. what is this.. a week later? Didn't look as interesting as when I started. So this is just a combination of the ideas from feedbacks and whatever I saw in those thumbnails.…
I can't think of any definitive thing other than "Well, Maya works funny sometimes". There are some cases where lambert1 is assigned to a mesh even when it shouldn't be, check the hypergraph w/hierarchy with your mesh selected and delete the connections to it if that's the case. Or even delete all the shader connections…
Just to be clear (I'm pretty much a newb w/ the technical stuff) when you say UV2 you're reffering to just like a second UV channel? So like you'd have one channel that's just a box uvw map for tiling textures, and then a second UV channel with AO/Curvature/etc right? Hah sorry if you already basically said that, just…
http://www.reuters.com/article/oddlyEnoughNews/idUSTRE4BG6UH20081217 An Egyptian man said on Wednesday he was offering his 20-year-old daughter in marriage to Iraqi journalist Muntazer al-Zaidi, who threw his shoes at U.S. President George W. Bush in Baghdad on Sunday, Throw a shoe at a president. Get a 20 year old girl.…
I'm still unsure if you want to render a height map for terrain or if you want a height map for displacement / bump offset / parllax mapping in engine on a particular asset. If you are indeed trying to use this on an asset, and not as a height map for terrain, there is a check box in the render to texture dialog to render…
Here's an example from my own work. This is the exact same game level, just tweaking the camera angle and materials and color grading to get different "looks". It's actually a ton of fun doing this, because all the content is made already. It's just putting a fun spin on it all to come up with something nice to look at.…