you should be able to exclude the AO if you use the filter by name functionality - there's docs on the painter website. it's probably a good idea to separate this sort of thing anyway though because the internal part will have significantly different wear patterns to the bit that's exposed and you'll need to actually paint…
I was going to post that picture yesterday but then I thought to myself "You know what, someone else will do it for me" and I have not been disappointed. It warms my heart to see the internet functioning properly. Perhaps there is some hope for humanity after all.
Also irfanview. If you get the plugin pack you can view .DDS and some other formats. The interface and functionalities can also be tweaked quite a bit. Like hiding a few of the toolbars, cycling the image sequence when reaching the last image, etc.
I agree, the keyboard is always faster than the mouse. Besides, if you're using a particular item repeatedly, Blender always snaps the mouse to the last function used. So, if you're marking seams, the mouse will snap to that item until you select something else.
great idea for a thread. My first was either this: (which was hilarious because it had no save memory/function for the maps you made...) or The homebrew editor for this gem: It was called DFuse, if I remember right, but all traces of it seem have been removed from the internet!
China and Vietnam had educated people, with a functioning government, and self sufficient workforce. North Korea are a population of 24 million who are completely uneducated, and brainwashed with propoganda. It's a prison state that's a black-hole of burden on anyone who wants to help them. And their finger is on the nuke.
Man this was a long time ago! I see what I did now. Originally, I tried to plug the material function with the additions directly into the output. That wasn't working. I ended up having to break it all down and then re-attaching it. Hope this helps
Thanks Obscura. I'm gonna do that. I originally wanted to do the grainy/sparkle detail in the spec in UDK, but I'm not 100% how to do it. Would it just be something like making a map and pop that and the spec function I already have into an 'Add node'?
Looks pretty great man :smiley: The textures could use some work but I can understand not wanting to work with painter when its so slow. For presentation I would suggest using UE4s highres screenshot function to get better results.
Can you raise or lower the m2 in the final thing, It completely confuses me in its current position, and the tracks are at an angle and the platform looks fixed width so can it even go down? its looking awesome, I'm just worried about the function...