Alec Moody - have you got any examples of vray dirt to show us, that would be great to see. yeah Nick, my settings are already on 0.0001 may be 1 more zero actually. I do get nice enough bakes from xnormal, but even mudbox seems to have a really nice clean looking bake, similar to the one I saw for vray leleuxart - don't…
What the fuck is wrong with you guys. Yes you are right! Metal Gear solid that I played was really lame in explaining the nano machines that are making snake older and close to dead. [ame=" https://www.youtube.com/watch?v=HqJy5lG0vME&feature=bf_prev&list=PL29A3CD9C5BEEE997&lf=rellist"]MGS4 Cutscenes -Act 2 Part 4- Naomi…
Update on this problem. Obscura thanks for the idea, but doesn't work in my case. The GI is being calculated independently for each face, which creates seams along the edges. Also, since I need to output six separate bitmaps, baking won't work because it makes 1 image. What I've tried so far: 1. Rendering from six cameras.…
@Remicess Cool! Honestly I don't have any prefered method of creathing environments yet. I'm doing something different on every project, trying new things. For this environment I sticking to greyscale textures and only change color in material, but I will add decals which have colors in the texture. So far I'm trying only…
Not sure if this is what you want, but its pretty straight forward (i use something similar when i'm skinning characters to see my range of movements on both sides of the character) In the node editor or hypershade, connect the translate of the ctrl you want to mirror (say the left shoulder) to a multiplydivide node(this…
Hardly, Its still 10000:1 or so in combat roles, that would fall into margin of error in a statistic Dice was really hard on the virtue signaling there, the entire thing they pulled was just poor and ridiculous. Mocking their fans on a large panel afterwards shows that they apparently didn't learn a thing from it either…
It's not too much trouble if you want to do it this way: - You have two types of texture: one that's normal shirt; and one that's a grid of numbers, all evenly spaced. - set up two UV sets for your player's shirts: one for normal texture, and one with the area that will be numbered (which is mapped to 0..1 UV space) - When…
Graduated last year from a game design course, most current techniques werent really "taught"/recommended by the lecturers. A few lectures were spent on the Zbrush UI and using the projection master, but the use of zbrush wasn't mandatory (and so, most people didn't bother learning it). I don't recall anyone mentioning…
I'm pretty sure this has been mentioned but this is my take on piracy. Companies claim they lose X amount of dollars on piracy but it's a mythical number that can't be proved because just because you pirated software doesn't mean if you could NOT you would have bought it. I pirated a lot of crap when I was kid. I'm talking…
1.) finish model(s) 2.) select all objects together and run some maxscript to merge them all together (its just some xReset + attach multiple objects to 1 together) 3.) unwrap this 1 object using either UVlayout or TexTools 4.) merge stack + select elements and split mesh back to separate parts + setup pivots never really…