Create a constant3Vector in the material editor, set the values to something like 1.3,1.3,.7 (some people even put 0 in the Blue channel, but I don't). then create a multiply node. Connect the normal map and the vector to the multiply node and then connect its output to your normal slot.
Just set this up as a shelf button: { string $meshes[] = `ls -typ "mesh"`; for ( $mesh in $meshes ) { setAttr ( $mesh + ".doubleSided" ) 0; }} Will set every mesh in your scene to single-sided. I don't know if there's a global flag for it, let me know if you find one :)
I've been upgrading my box for 4 or more years.. but it needs an overhaul AMD Opteron 150 @ 2.6 Asus A8N-SLI deluxe mobo ocz 2x1gb platinum ddr400 Raid 0 2x250gb, 250gb, 80gb ext. Asus 8800gt 512mb XP Pro
Not vig, but :D I suspect he means move it over to 1:2 from 0:1 as in a whole sheet over. It keeps from baking ontop of itself. If its not moved to the next sheet it'll just bake the doubles ontop of itself which, well, is interesting...
'double half bake' is a silly way of saying dont just bake with half the geometry. mirror your half and merge the verts along the seam before you bake instead of afterwards, and move the uvs of the mirrored part out of the normal 0-1 range (out of the square)
Ahh, that is a very cool idea! I think I will have it turn brown and wilt the closer it is too 0% like you mentioned. I should have thought of that myself. I am thinking that the color of the leafs will turn the color of the bar the closer it is to 100%. Thanks for the critique!
I would say using a linear interpolate in your material to fade/transition between two states is a better route than trying to back and forth a flipbook or movie expression. With this method, you just need to control a parameter between 0 and 1 to morph between the two.
Daz - yup, it has really nice displacement painting - push/pull, smooth, smudge, pinch with brush sizes, falloff and image based brushes. You can then generate your normal maps from your high poly projected onto your level 0 base.
ya, in the super bowl slot you can see Appa briefly. check it out, at 0:09 you can see appa in the top left, the guy was nice enough to frame it. [ame]http://www.youtube.com/watch?v=YSqZtDc54xw[/ame] looks like bad CG =/
45 for for skinning is pretty optimal. If 0 is arms at the side and 90 is T-Pose then 45 is right in the middle. The shoulders need all the help they can get. It makes modeling a bit wonky so I normally suggest model in T, and before unwrapping pose them at 45.