Mark, I have an HD6950 2GB, so I am overqualified there... EDIT: just tried going the viewport displaymode>materials>realistic materials and maps Normals display properly now, but I think I will have to switch back and forth between the xoluil shader for texturing and creating materials, and modeling with nitrous because…
Out of curiosity have you taken a look at flash panels etc? I tried getting them working I think in CS5 with flex and was shit out of luck. Anywho gonna dig through the code and check it out. Thanks again! Also try contacting a mod for the title. I remember you can change the title if you edit the first post, cant remember…
I've been looking for seven years what is that bloody "pivot mode". I'd like the script to change my object pivot instead of the working pivot. I feel it's the "affect pivot only" but how are you meant to perform a sub obj selection with that on ? I just can't reproduce what's in the picture :< I might have taken a look…
When i plugued the exported cube maps into maya, assets become super bright, as the gamma is being read wrong... any tips ? EDIT: found a solution, Need to chage the IBL encoding to sRGB. EDIT 2: I also found a solution to flip the cube map so maya can read it right. I Used the software LYS to do so. It has an option to…
good start! I'd do the sword draw as he comes out of the roll, a low horizontal cut as you have it now, then rise up a bit more for a downward diagonal second cut instead of another low horizontal cut. also pivot around the ball of the right foot as you come around instead of the heel. also check out the clip on Jackie…
Not a lot of replies in this tread. I think you've advanced a lot since that first post! :) I think this sculpt is really nice, the lowpoly version doesnt do it justice though but if you keep at it I think you can do it. The squig is looking pretty good so far, just try to push the textures as far as you can. EDIT: you…
I would do it by setting up the vertex colors in another program, like maya, and then writing a custom shader with textures based on vertex color and some sort of alpha blending. EDIT: Look into the terrain surface shader. I know it says terrain but it's just a version of the standard shader that lets you blend between to…
ha totally feel you on this one. I got the collectors edition mainly just for the art book like I did all the other collector editions ha. hopefully i will be able to play for a bit, see all the amazing art/story/lore Blizzard did and then quit like I did with Litch King. But Blizzard makes such amazing games it sure will…
translation. So far as preserving UV's goes any operation that changes geometry along a uv seam will usually make crap of your unwrapping. If your modeling within a UV island with no open uv edges then you should enable the 'preserve UVs' option found under 'edit geometry' in editable poly. this will give you limited…
The mirror tool does a negative scale on your mesh, and flips the face normals. It's a bad way to work, because it creates an ugly transform, which causes other problems. You can solve a bad transform by using the utility Reset Xform and collapsing your modifier stack. The better way to mirror is to use the Mirror…