Hey fellow polycounters. http://img143.imageshack.us/img143/9630/whyfv0.jpg As you can see, the image in CS2 is NOT the same image that I opened on my desktop using the windows file viewer. Why would CS2 change the color? I believe all settings are factory default. Any ideas?
Hey guys, I've been working on some things for my portfolio and this is something I'm looking for critique on. It's a simplified version on the old Adelphi Bank Building in Liverpool. I'm just looking to make it better, so whatever input you have could help. I've just thrown in it into UDK with the default lighting.
Hey all so i just imported my low poly and baked my high poly on to it using the default baking settings in substance painter 2 and i am wondering if this is caused by a bad bake or are the low and high poly z fighting or is it something totally different any and all help is greatly appreciated.
this is a skinned object (an arm) ive animated it using bones, and now im trying to render it, but it keeps getting shaded as if it was in the default pose (arms outstretched) the picture is taken from the viewport but it happens when rendering too (tried it with scanline and mental ray) so, any ideas on how to get the…
How do you measure the exact dimensions (height/width/depth) of a static mesh in units? I do not want to get the relative scale of the object, that is a value that defaults to (1,1,1). I want to retrieve the exact height of the static mesh in a blueprint in units. (Comparable to the measure function in 3DSMAX).
Hey everyone, I'm using max 9 and lately whenever I apply a texture, it always tiles to seemingly 100x100. This happens if I load the texture from the material editor, and drag + drop. I tried to reset the defaults on max, but to no avail. What's going on and how can I undo this?
For people like me, who think the default tf2 look is a bit too soft shaded.. (and for people who want some variety) DOWNLOAD any bugs? pls tell me :) EDIT: the spawn version looks bit strange as a still but in motion it creates an interesting illustrative look!
I've tried turning off sRGB and changing the compression settings to Mask. To export I used Substance Painter's UE4 default Export that uses a RMA. For reference this is how the model looks in Sketchfab (It's not 100% Accurate but decent) https://skfb.ly/6BtTq help please :c
Sup guys :) Have a problems with normal maps in Unity. Pipeline are: Blender -> Marmoset, where i bake normals with flipped Y -> SP where project are set to OpenGL. Model to marmoset and SP exported normally with blender default export. For Unity i use addon: https://github.com/EdyJ/blender-to-unity-fbx-exporter whis is…
@iam717 : this is unrelated. @sbstndc : unlike any other type of texture, the colors in a tangent space normal map depend completely on the orientation of the UVs. Make the following test now : take all your UVs, rotate them by any amount of degrees, and bake again. All the colors (except the default blue) will be…