There. I changed some colors to separate the differente elements better. <a href="http://s28.photobucket.com/user/Olivier_Theriault/media/HeadTopo_339_comp_zpsb70fd8a3.jpg.html" target="_blank"><img src="http://i28.photobucket.com/albums/c208/Olivier_Theriault/HeadTopo_339_comp_zpsb70fd8a3.jpg~original" border="0" alt="…
I'm wondering if you may be experiencing the side effects of using multiple LB_HeightBlend nodes without having one layer set to LB_AlphaBlend. That will happen when all layers have alpha of 0. (UDN Article: http://udn.epicgames.com/Three/LandscapeMaterials.html goto "Note about multiple LB_HeightBlend layers")
Hello, i`m trying this technique with mirrored uvs but is not wrk for me, when i select address X - mirror, the mirrored part is empty, without texture... I try`d to invert the mirrored UVS or normal UVS and nothing, the mirrored uv in max is outside 1-0 uvspace..
http://www.gametrailers.com/episode/gametrailers-tv/67?ch=1&sd=0 Was this episode. He did deny working on CS2 though. Anyone else see a news post a few weeks back saying they were researching sign language for Episode 3? Supposedly between Alex and Dog.
Nice looking site and work is nice too. Remove the Environment Art section from your website since you have 0. It gives the impression that you have less work/cant complete work having a bunch of empty frames. Better off just having your props.
Yeah I've restarted and decided to make the client myself and the Push2Play team. I've started reading this which makes a fair bit of sense http://www.webdesignfromscratch.com/web-design/web-2-0-design-style-guide/ So I'm trying to make a more stripped down, to the point design.
Also.. new gameplay and interview with announcements. [ame="http://www.youtube.com/watch?v=8RlKSegcO-0&feature=share"]?????10?? ?MGSV:TPP? ?????E3 2014 ???????????????? etc ???????????? - YouTube[/ame] For the clip only... waiting for high res. https://www.youtube.com/watch?v=wT7u5tBtgBA small clip…
All great advice, except for this one little bit. You should never delete polygons for a bake, as this will bend the vertex normals along the edges of the new hole, which will screw up the baked normal map. Moving them out of the 0-1 UV space is the way to go instead.
In max its generally: Iterations(viewport) and (click to enable)Render Iterations - this is the one you set for your bake. This allows you to set iterations to 1 or 0 for fast viewport response but set render iterations to 2. [edit] Doh, too slow And no, there is no reason to UV the high if you're baking.
When Samples >1 it exports PNG with opacity for Normal and AO - open them in Photoshop and you will see the checkerboard behind. Workaround for Normal is to set Soften > 0, unfortunately doesn't fix the AO. The Thickness is inverted in comparison to Substance Painter, so an "Invert" checkbox will be nice to have in the…