Hi! Does anyone know why render mode in substance painter gives these artifacts while painting mode looks good. What is wrong? P.S. These artifacts also seen in Marmoset toolbag.
http://www.theregister.co.uk/2005/05/27/tecmo_drops_ninjahacker_suit/page2.html Read the last section (The Bikini Bottom-Line). I had to laugh at the claims the writer makes there. Sorry, but a nude patch as a social commentary?!? I can pretty much gurantee that a social commentary was the last thing on the minds of those…
I completely understand. That's actually how I began testing, but after bad results I reverted back to a more human, traditional approach (gladly), and so I only used Generative Fill tool in Photoshop for small areas here and there. Less than 5% of the art was made using AI. I just made updates to the post so you can check…
Are you sure? In my editor, the instruction count stays the same, if you use a Power of 2 for the Node, but anything else will increase slightly more. On the other hand, using the Mul node is only a viable solution for about 3 or 4 more times before it starts becoming junk code. I honestly wish there was a way to profile…
Could be a conflict between normals set to Open GL and DirectX. Make sure your material and the nodes are all set up to the same. Another possibility is that you've plugged the normal node too late in the chain where you've already added a lot of surface noise. edit: also make sure you're in 16 bit mode and check how it…
So I was playing Def Jam: Fight for New York and I thought that it would be cool to do a simple Unity3D game that cloned Def Jam but with rock legends instead of the artists in the original game. Myself and others have put together a list of characters to use in the game but we need people to model, texture, rig and…
I'm new to the Polycount forums. I'm learning UDK in my spare time and as part of a non-credit college course. I've been working on a level making tutorial for several weeks now. I haven't finished it quite yet. As I was working on how to create a flying camera, I accidentally clicked "Game View Mode" and the whole level…
Does anyone know of a plugin or script that makes the alt+q isolation mode not terrible? I want something light weight I can rapidly flick on and off without max forcing me out of sub-object mode and re framing my view. Basically it should work just like 'hide unselected' but with the ability to toggle.
I'm trying to get Parallax Corrected Cubemap or (BPCEM - Box Projected Cubemap Environment Mapping) in udk. But I am facing a problem. Things are fine when the cubemap is at the center of the world but goes wrong if the centre of the reflection area is elsewhere. The reflection seems to go wrong beyond the camera position,…