global BoneArray global BoneNArray global WeightArray global PasteArray -- Pass the vert id to extract all the weights to arrays fn CopyWeight theVert = ( -- Empty the arrays BoneArray = #() BoneNArray =#() WeightArray = #() theSkin = $.modifiers[#skin] BNumber = skinOps.getVertexWeightCount theSkin theVert BN = BNumber as…
Any time a normal edge is more than lets say like 75 degrees, you need to have a cut in the UVs. You can then create hard edges by UVs. The other option is to add more bevels so the normals aren't so extreme.
Here are the sample videos I mentioned. They've been reduced to 256 colors to keep the file sizes down, but the actual dvd videos are full 16 bit color. Carbon Fiber - 75 megs Spirit/Ghost - 28 megs Wireframe - 7 megs
Can you ever really stop learning a visual langauge? I ccant remember who said it possibly Bouguereau but I remember the quote well enough. In a letter to his friend at 75 the artiist exclaimed, I think I finally understand colour!
You could also go into the scale settings, turn on discrete scale, and set the step size to what you want to reduce your uvs by. Like if i wanted to make something 75% of what it currently is i would enter .25 and scale it once.
Ok, I found that an AO pass in mental ray with the max distance dialed down to the about 75-90% of the hair depth can get the look and feel close to the panda fur level. This is looking good enough for me now. Thanks again guys!
Really cool. One suggestion, Rather than using the smudge tool, I like to set my brush to a low opacity like around in the ranges of 21-75, and color pick like crazy from the resulting gradients. *edit* Jesse Beat me to it
Finished up the matte. Still might tweak some things as I add the final effects and stuff to the scene. Overall, the scene is maybe 75% there. Still need to texture the writers, finish the wall and model/texture the guard tower :E and the actual matte texture:
Hmm on the first look iit seems that your edges on the high poly are to hard so that the geometry didn't bake out that nicely onto the lowpoly. Also what are all those extra vertices for? looks like you just could remove 75 % of them.