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Re: Ablility to see vert alpha in max for levels
Reply by
CrazyButcher
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Jun 2007
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Technical Talk
http://luxinia.de/index.php/ArtTools/3dsmaxFX I made a shader for max that allows blending with vertexcolor/alpha
2 results
Re: Solid Mouse
Reply by
SHEPEIRO
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Jun 2006
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3D Art Showcase & Critiques
you only really need to do the mouth for anim, the eyes can be done with blends between textures
Re: Mudbox
Reply by
Jaco
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May 2007
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Technical Talk
doh! God bless you two, I thought hide selected hid only objects, not faces.
Re: How to texture stylized fantasy stones?
Reply by
Eric Chadwick
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Nov 2015
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Technical Talk
Use harder-edged brushes at 100% strength. Keep the strokes visible, not blended together. http://wiki.polycount.com/wiki/TexturingTutorials#Painting_Stylistic_Textures
Re: Francois' Improvement Thread 2015
Reply by
Francois_K
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Jan 2015
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3D Art Showcase & Critiques
Updaterino. I'm happy with it the colours now. I'm gonna start blending everything and adding some details and then eventually call it done.
3 results
Re: UDK - Material - Texture Defined Specular
Reply by
Vailias
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Dec 2011
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Unreal Engine
So Jordan: is this effectively blending the specular shape like a decal in uv space using a transformed light vector for the center offset?
Re: My First Game Character
Reply by
Brian "Panda" Choi
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Feb 2019
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3D Art Showcase & Critiques
Yea, low opacity brushes in general, blend it in or out as need bee. In general, it should add a little more body to the albedo.
2 results
Re: Werewolf Character Progression Thread
Reply by
Carissa Rousary
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Aug 2016
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3D Art Showcase & Critiques
Maybe I am just not understanding. How do the muscles look slapped on. Do I need to blend the muscles together?
Re: Copying animations from one rig to another
Reply by
e-freak
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Feb 2011
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Technical Talk
use motionbuilder's retargeting, split the animation in two, delete the keys not used by each animation and then blend them using the story tool.
2 results
Re: Global Illumination baking
Reply by
Froyok
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Jan 2013
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Technical Talk
Some games also store the GI in the vertex colors and blend it with the shadow maps in the shader at runtime (Uncharted 3 do this for example).
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