Agreed. Having it as a mode that is independent of the modifier stack would really help, leave the modifier there if people like working that way but at least realize that there are times when the stack can't be collapsed and people still need to tweak UV's without bloating the stack even more. Unifying the keyboard…
Who, me? Well the first question is, why? Do you really care? I am not talking about a fresnel in the sense of rim lighting or what you would normally do with it, but using Schlick's approximation for better specular highlighting on stone. http://filmicgames.com/archives/557 is what I was trying to get at with UDK custom…
I turn it off and save a blank scene to the 'c:/program files/3dsmax/scenes' folder as "maxstart.max", that way it loads up with Gamma/LUT turned off every time I load max or reset it. On the odd chance I need it turned on, that setting is saved into that particular max file and turns on when that scene loads. They kind of…
Greetings! I'm working on a prototype for a stealth game, and I would like some help figuring out the character movement for NPCs. While the default character movement setup is perfectly functional, it's pretty rudimentary for the level of flow I would like to see. I'm an animator, and I want the character movement to…
- There is nothing "not correct" about the areas you outlined in red in the Cyberpunk weapons and the other professional model. - Regardless of a model coming from CAD or being manually crafted and/or retopo-ed (or anything inbetween), making game assets involves knowing how geometry shades and bakes, and requires…
The thing is that cutting of the search distance is giving a 'false' result, while what is needed is a different curve on the black and white transistion Here you can see that its a really big difference in quality: (Default, Photoshopped default, cutoff) From my knowledge is my photoshopped version closer to ground truth…
http://www.hippydrome.com/ This would probably be helpful. All kinds of good info burried in those images. Weighting, pivot placement, range of motion, mine it for all its worth. I get the best deformation when joints are placed right down the center of whatever limb/torso with little regard to where actual anatomical…
2. Procedural skyboxes in Unity (for example that default one that is active in the startup scene) are affected by directional light's (sun's) rotation. You can change the time of day by manipulating it. You can plug one to that skybox in the lighting tab (Sun Source field), though if you don't, it just takes one of your…
There are a lot of interesting points on this subject! I have been telling myself forever now... Once I get some free time I am going to learn how to make scripts. I looked into the context sensitive hotkeys and it sounds truly amazing, but a bit over my head scripting-wise atm. I can't help but disagreeing a bit on the…
Yep, that's the one. There are probably some sample files of built rigs or just the final skeleton and mesh, that would make good reference. I would copy the orientation and rotation order from the default, even for something like FPS hands. If the model could conceivably share animations with the default rig they require…