Those drifters are mad scientists! lol Can never have enough angle! It can be a little time consuming using that style, but I find I have more control over the colors in the end this way, also making changes is easier. Thanks for the words of encouragement. I'll make another thread with my character illustrations. Also I…
Ah, the mip-mapping. Forgot about that. Axi5 said: No worries, I was a bit unclear as I found this difficult to wrap my head around, let alone explain :p I also managed to call it a non-tiling texture instead of a non-uniform one :# So to sum up (feel free to correct!) Cons: The shader will still use the same amount of…
@Axi5 Yes it works! Thank you guys for taking the time to help me with this, I will be saving this into my scripts collection. I have been trying out the "quad chamfer by smoothing groups" workflow within Maya and the tool works well, but using selection constraints several times a minute was a pain in the ass. Cheers :)
The old monochrome bump map has largely been replaced by normal maps (called Dot3 bump mapping in its infancy). Displacement maps and bump-offset or parallax mapping still use a monochrome image for their work, so its good to understand the basic mechanics of what a bump map does, as the look is rather similar to a single…
Max hair isn't really designed to work that way, I don't think there is an option to change the orientation of each hair/node, so I think that's about as far as it will let you go. You might have better luck using "object painter" to place feathers, that way the pivot point of each feather object will have a pivot point in…
I had done a patch for HOps utilizing their asset loader, but we decided it was best to directly include that functionality into DECALmachine. Check out v1.2 if you haven't already, it's all integrated now. Have fun with it. Any question, suggestions > decal@machin3.io Documentation is at decal.machin3.io Thanks for…
https://www.youtube.com/watch?v=c4PwTkahMnA&feature=youtu.be This is it, now it works fine with any subdivision axis of the cylinder :) I did this cause i think it's an interesting tool to have, (i've seen already a more complex script about that for 3dmax) and because in the proces i learn a lot of python, that was a new…
Well I finally found, it was coming from the joints orientation. I didn't though that it could break things like that, and that we have to be extremely careful about it (X along the bones). I turned on Local Rotation Axis to check my joints orientation and repaired it with a little plugin called CometJointOrient. Now it…
Made some very useful alpha brushes out of 3D fractals exported from Mandelbulb 3D into Zbrush, which I then cleaned up and did a BPR, saving only the 16 bit depth images. These alphas were used with symmetry in both the x and y axises to produce this bit of geometry that I think sort of looks like an alien spaceship.