Sorry for the incredibly late update, Killing Floor was taking up my time :) While this isn't a massive update, I've just been tweaking little things, trying to geta more cohesive look. I went for the simpler version in the end since it looked like a more elegant solution. I started doing some low poly pieces to get some…
Just wait for the next update, sheesh. If it was that important to you, you would have gone back and read through the announcement, suggestions and bug threads, and probably found your requests/suggestions/complaints are most likely already addressed (noted and getting worked on; just wait for the Vanilla team to develop…
The material ID colors are automatically applied depending on the number of materials that you have applied to your highpoly. If you update your model and add additional materials, it will recalculate the colors to be as mathematically different as possible, which may result in some of the colors changing. If you've…
Quick Update, I'm going through and re-hauling anything I don't feel looks quite right as I try to push myself to a higher quality bar. Here's a quick update though some of it may look like taking a step backwards as far as detail I am fixing the silhouette to read better, also gave him more of a manly figure. Some pieces…
ok guys little update, reinforcing lines SUCK took me a while to move them all around so ide get a halfway decent result. outside of the tooth is still messed up, so many lines going through that one place its making it a sharp edge rather than flowing from the top of the head down to the tip of the tooth. Might have to…
If you have a rigging system and several characters using that system then look at the Max help page “Custom Attributes Version Number Handling” But if this is just a one off rig you have a few options. - Delete the CA, evaluate, then add the updated CA. - Declare an AttribID when evaluating the CA. Then you can update by…
Looking into this later today. This is one of the last items on my todo list before releasing the next update. my guess: image bit depth Currently only on my phone i suspect that it might be related to 24bit or 8bit per channel image depth which was default until now in TexTools. The next update uses 32bit floats and…
Hey Polycount, Hope you are all well, update on the grenades for a final render i may take advantage of Cryengine or UDK, the objects are alot harder then i had initially thought with the bottom half of the grenade being the death of me. Aim for next update: * Refine Specular * Create and use a Gloss Map * Lower Polycount…
Update #4 - Ceiling Tiles + Preliminary Lighting in Marmoset Finished the basic Ceiling Tiles, and decided to take a moment to start setting up some proper lighting in Marmoset. (Will probably keep tweaking it with each new Update) I also put in a quick stand-in Spotlight to try to more or less simulate the extra lighting…
alright time for another update... ive been jumping back and and forth between the head and the body. in zbrush and maya making tweaks and detailing the character. ive decided that i will retopo the body so i can get more res out of the base mesh, as im well under my tri budget. so here is the sculpt in zbrush, i will be…