Sounds like a neat idea. Doug Rogers explained the DXT compression thing to me when he was working on the NVIDIA plugin for Photoshop. The way I understand it, DXT compares all three RGB channels for each 4x4 block of pixels, in order to compress them down to a smaller range of colors. The compressor makes a vector through…
good start. here r some issues which i have noticed: 1) Architectural: - last floor walls r made of plywood, but walls are too thick; - last floor is larger than the rest of the building so we can see the bootm of last floor. Right now it has same plywood texture as the walls. However, that would be something like long…
You need to use the wireparameters to take 50% of the X axis, but since you are using biped you need to use Expose Transform nodes. Yes, it's a pain. ET nodes basically query the bone and report back on what it's doing. So, you can't access rotations directly, you need to set up an etn for everything you want to look at.…
Hi, I have imported a somewhat texture mask that has different R,G,B value. I only want that the R value. How do I extract it so I get a black and white mask in Substance Painter? I checked the list of Filters available but they don't seem to show a way to isolate the Red Channel/Value. Is this possible in Substance…
rollout myrollout "myrollout" ( checkbox mcb "mycheckbox" sfloorface = "" button apply "apply"( on apply pressed do ( result = sfloorface + and so on the rest setuserpropbuffer $ result ) ) on mcb changed st do ( if st == true ( sfloorface = "floorface\n\r" )-- end st == true-- if st == false ( sfloorface = "floorface\n\r"…
Unless I am missing something as well, don't think you are missing anything. Don't even need to get the component mask for R in your one> You are component masking a float but it's already a masked float straight from the vert color node, so that shouldn't do anything. The other graph basically ends up multiplying the vert…
nice work man. But yes, I agree that roof is too thin. On my part, I think say that texturing needs some more ellaboration. First, textures don`t seem coherent. E.g., main walls r too shiny and contrasted. white/light gray does not work here. They should be in harmony with other wooden parts. Second, texture size on…
thanks for all c&cs. lol, i really was relaxed when i did this one:) Me I am usually all about optimizations since i mostly work with handheld, but this time i definitely should have been chilling hehe. rasmus - it actually has most of edges with normals that give smoothed edge effect which works well, but probably the…
Hey all, I've been modelling, texturing and learning how to render in V-ray with Blender. I decided to make a surrealist environment, inspired by Le Simulatuer by Dora Maar with its gravity-defying visuals. Le Simulatuer: I'm looking for feedback of all kind, primarily with composition, texturing and lighting. But I'm open…