btw there is some movement going on with the Cg to GLSL profiles http://developer.nvidia.com/forums/index.php?showtopic=853 so the "show stoppers" I mentioned in the pm, might be gone with the next Cg runtime release. Still I think picking Dx is the better option for your project. (better support under windows which is…
Thanks for the tip, this will definatly help when previewing normals with -Y channel :) @Makkon, cupsster, cmtanko, mats effect : I'm glad you find the video useful thanks guys :) Here is a quick demonstration of a technique that I'm trying out for making tiled sculpting. Its based on voxel and uses tiled instanced voxels…
Still doesn't work. You're probably assuming Edit Poly will work since other modifiers like Bend work instanced across multiple objects. When you copy and paste an Edit Poly modifier and paste it onto one object, it will work and also include whatever edits you've made in the modifier. However it doesn't work if you paste…
Hi, currently I have to make various game ready realistic human characters, and because I'm not really experienced in character creation I can't figure out how to do a few things. Here are a few of my first questions, maybe more will come later, as things progresses. I have to do the usual hp-> detailed mesh from Zbrush->…
I tried it in Marmoset toolbag with ray tracing on a year or two ago and it was same as in Arnold for hard/split edges. But might did something wrong. Its a bit foggy now . Curious to learn if it works now? As of world space to tangent space normal map convertion you don't need handplane, you can do it in SDesigner baker…
he's not rendering it in designer - looks like marmoset the adobe standard material in designer supports transparency iirc , you might need to muck around with some parameters but you really need to set it up in whichever game engine you're targeting
Gotcha, after your response I kept trying and found an easier way to fix the seam without the shader tweak. I kept the mirrored uv shell in a tile to the right of the 0-1 tile and made sure the uv's weren't reversed (they were blue in Maya instead of red like I had before). Then in Unreal I could set the X-axis tiling mode…
Indeed, and unfortunately there can be quite a bit of resistance to this when the person comes to 3d from the perspective of "tinkering with computers is fun". @meltdawn : the more complex a model is the more time it takes to get to the posing stage - yet if it was a traditional sculpture, tackling a character without…