I think the one thing that I am noticing here is that I have no idea what the sense of scale is for this model. If it is smaller include some landmark elements that the viewer can quickly relate to its size, and if it's larger than a human, throw in a character so that we can see how big it is supposed to be. I really like…
I guess this would kind of be like a journal. I wan to get better at sculpting anatomy so i decided im gonna just do a bunch of different attempts to get a grasp of it. I want to submit something almost daily, but well see how it goes.
A handy trick I have been using for a while is if I have a bunch of vertices that have all their varying height positions (y axis) selected, with 'snap to points turned on' and the pivots y axis active, I can just hold down middle mouse button and drag near a vertex that I want all the selected vertices to have the same…
I had a wee think on the way home from work tonight. It's not a hard script to write in theory. Is it all the materials in the scene, or all the materials in the material editor? I take it you are also using multi-sub objects? Unless I can see another way, it will only work with build in max shaders - my method wouldn't…
ok. so i think i have this figured out, thought I better post it and see if anyone knows if this is the right way of doing things. It's a bit off a faff about but it's certainly easier than doing it on photoshop. to get decals onto your Ddo PBR texture set: 1. [Photoshop layers] Import the decal into the albedo map. (make…
Good to see people getting a use out of this :) @Froyok: Thanks for bringing those errors up. I swear I thought i put in checks but probably removed them at some point. Will fix those up today. Regarding preserve mesh input connections, if something is grouped, the fbx exporter will export that group as one mesh. LOD's…
On paper the specs look great, and if it does feature what it says it will feature then it will be awesome. Two things concern me however, firstly is the interface and user experience. I'm yet to see RIM get this right. Current BlackBerry OS examples are horrible, especially when compared to the likes of Android and iOS.…
whee! this thread turned out exactly how i thought once i saw "War on Christmas", O'Reilly, and mediamatters.org (who are *completely unbiased by the way)... the thing about schools calling it "Winter Break" instead of "Christmas Break" came from a school where the only (or one of the only) Muslim student(s) at the school…
An example is repeating tilable road 2kx2k material set with narrow 64x2k painted lines and 512x4k road edges and a second layer of alternating dirt road 1kx4k. But when it came to crossroad or branching it's unique cut also non-square mostly that needs to blend into tilable materials well . All this having 512x2k tillable…
Vertex Colors will help, but it is very difficult to get good gradiated (is that a word?) shading in small crevices without doing tons of little cuts to get your vertex coloration to fall off correctly. A map will let you get this detail a hell of a lot more easily. This all gets acerbated if your model is composed of…