Oh, thanks. Sadly, the script isn't up anymore. On the other hand, i can't believe maya doesn't have this kind of tool builtin. The main idea is I have to export the final mesh to a game engine, so it has to be skinned. Wrap deformer will work only inside of maya. Maybe there is someone else how can share another technique…
Thanks! that solved it. Since we are talking about the SRGB option. I have another question. I turned on sRGB on the normal map and it ruined it. The seams appeared. I tried Flipping the XYZ, turned off scale & bias, turned on object space. its still off. Can you guys explain that to me. What is the solution or should I…
Hi yannage, thanks for the crit! The scale of the texture on the ground was something I was constantly going back and forth on, and people I've talked to have mixed opinions as well (larger/smaller). I think you are right, something in between what I currently have and what it used to be would look nice. When I revisit…
Thanks fellers :) @ PiesandBombs- What Halo map are you talking about. Both my kid sister, and some ones friend visiting the studio said it looked like a Halo map. I`ve played a ton of Halo 1,2,3, and looked over all of the Reach multilayer maps and still have no clue what map your talking about. Is it one of the…
Thanks for the explanation guys! I looked at that thread, in fact I've been using that thread for a reference for the last couple of things I've made, they talk about application of specular and normals and how to generate them, but not really much of what the colored map does. Again, thanks for the direct and really clear…
KillingPeople: I'm surprised you remember me. Thanks for the compliment, coming from you that means a lot! [HP]: THanks, haha I assume you're talking about the first image. I got a bit carried away playing with the mudbox viewport filters, they're all just screen-grabs from mudbox. Ok SO I think I'm done with the high-poly…
Great! Thanks for all of the feedback. When you opt to teach yourself, its all trial and error, which can be daunting, so I appreciate everyone chipping in. Joshua, You spoke of unreal/torque etc. being free packages. Are they available via the web or must I purchase the corresponding game as Alex had mentioned? I have an…
@Fansub Sorry for the delay Adnan, and thank you so much for your support and kind words! The reactions from some elements in the blender community were quite ... interesting. A lot of lecturing, patronizing, elitist smugness and completely uncalled for teasing. It seems like I've committed a huge sin by talking about…
Hey everyone -- thank you so much for the feedback so far. We're going to let the thread live on for a few more days and close it over the weekend. During that time I'll post a summary of feedback we (Polycount) will take in to consideration moving forward. A lot of the feedback can be easily summarized to some simple…