ic...unfortunately I've never touched those before, I'm gonna have to check that out later or perhaps later on recomp it with after effects. I was thinking of making a 10 sec short clip of the scene with animation in it so by then I'll try those out.
Thanks Bob, Stromberg and Ranger(great name for a band possibly?) :) @ Ranger - Yeah, the GUI is still very much a WIP, there isnt an indicator of any sort on it yet :poly124: I'll post some renders of the high poly models later a bit later :poly124:
by chuncks of area, i mean, all the objects in section (say a hallway or room) can be within a container, then use colour co-ordination or layers to control types of object Eg. all trees in one layer all the ground objects in another etc etc
Whichever way you end up going for, the only thing that matters at this point is to start by spec-ing the two assets (character and bow) in a way that allows for either scenario later - either with each using their own UV square, or with the bow using a full UV square and the character using 3/4 of a square (leaving one…
Finally, considering it finished. Added some cross-plane geometry birds with animated textures, worked better than I thought. I might add a video of them later. Thank you all for your comments, see you later in the next project.
not a very clear question, but ill give it a try organize your mesh, bind skeleton and control rig on separate layers, colour these layers and adjust their visibility and display type. This way you can control what is visible, whats hidden and whats selectable independently.
Are you trying to convert an NDO normal or a baked normal? If you're converting an NDO normal, make sure it's not flattened, as it needs all the layers and groups intact. This line from the error log is what caught my attention: "- The object "layer "NORMAL"" is not currently available."
thanks! actually, it's just a lambert with a diffuse and no lights in maya software. AO baked and burnt into the diffuse. almost all of the values stem from the AO. so far there's almost nothing hand painted, just mixtures of selective color layers and mask layers. :P
I make alot of use of adjustment layers in PS as they can be put over the whole layer stack. It also helps to finish a base diffuse on all involving props and then move on to more details. But from what I understand you already sort of do that.
It's stone - I saw a lot of similar sculpting in my time in Asia. One building near Khoo Kongsi had pillars that had three layers of murals carved into them, each layer around four-six inches deeper than the other. Madness!