I don't recall there being an auto-select parent feature in Max, but it could still be there. I do know you can "walk" the selection up/down the hierarchy using Page Up and Page Down. You can also select a parent and all its children by double-clicking the parent in the viewport. Groups in Max change the hierarchy by…
Eric: That would be nice, but I don't know how feasible that would be as it would depend more on the shader used and having that level of control I imagine would be quite complicated to. Gwot: a node based editor would be nice, but I almost think that would be more a side project. simple text based works for now. If I do a…
Oh, on the gif note, if you can put in custom code, try Gfycat. Converts the gifs to a much faster loading HTML5 vid, you should be able to embed it. :( No non-script options for this though. Just know that gifs are just... huge. Possibly not the best idea if you want a fast page.
I hope they implement double kick into the Pro mode and make it REAL Double kick with all of the notes and not like RB2 where you can just use two pedals on the already dumbed-down kick pedal charts if you can even get the shitty double kick peripheral to work.
Hi! What does the mesh shading look like without textures applied? Did you transfer vertex normals for the haircards in order to get consistent mesh shading between body and cards (https://simonschreibt.de/gat/airborn-trees/ - in Blender the Data Transfer modifier can be used)? I'd ensure cards conform nicely to the body…
Hi! I think ziz makes a good point, the environment would benefit from some more geometric detail. I would look at the silhouette of things, that those don't read overly low res/ facetted. Situations that silhouette the most would be probably edges/ corners. I think generally having more geometric detail around camera/…
Just a quick writeup as I just went through the process myself for the first time. But the workflow is the same as doing any high to low bake: * Going to Unreal. * 3DS Max, RizomUV, and Substance Painter (I set up my own export preset). * Starts out with ref gathering and note taking. Drawovers in Photoshop and deciding…
Hello! I have a problem with gradient from procedural layers. It doesn't work. When I am creating this layer I have an ERROR (Error: CPR ERROR: 000|#include <metal_stdlib> ). Marmoset Toolbag 4 v.4.02 (4020), macOS Big Sur 11.2.3 Message from console when I am creating procedural gradient: CPR ERROR: Compilation failed:…
@Justin ahh ok thanks for the elaboration, much appreciated... it sounds like an interesting business model, though a risky one... none the less people should value the time and craftsmanship that goes into making a game... from coding to art etc... but most clients don't cause they know there to many desperate people out…
nope it doesn't. f2 and viewport configuration method only seem to work when I press f3 (when in wire frame mode). I've restarted the program like 3 times. I'll try restarting my computer. It happened after I accidentally clicked for to many iterations and my program crashed.