so its more useful without the drivers than without them? how does that make any sense? are you saying that the default windows drivers are better than the official ones for the device? dont you lose pressure sensitivity and stuff like that if you are on basic windows drivers?
Unity's default shader has logic built in that simplifies the runtime shader, if various bitmaps are empty. The shader you're using might do the same? Normal maps do add detailed shading on mobile. But every bitmap has a memory cost. If you're not using it effectively, best to omit it.
None of those variations have any of Enchantress' colors. You should check out the textures from her default items and get some samples from there. I personally think that something like this, but with a bit more color variation of course, would fit a lot more with the hero.
Try opening up the material's attributes and look under the hardware texturing tab. Change Texture Filter to "nearest (unfiltered)". By default, Maya uses bilinear filtering (I think) unless you switch it off. There's a way to apply the filter setting globally as well, but I've forgotten how.
I'd say in general, considering mid-gray the neutral height is best. It's how it works in Substance Painter when you import a Substance and that's how all our in-house materials work by default. It allows you to get negative and positive values without having to resort to HDR formats.
Its just that I have been using Rhinoceros 3D for the past 4 years and I want a smooth transition into MAYA haha. If you say its not possible, than I might just have to deal with it and start learning how to operate like how it is by default. thanks
Sorry i don't think i understand. I'm using 3ds max and can't import any of the maya files valve provided. The only format i can import is the .fbx files and when i import them, the sword i made and the default sword is the same size.
wow, thanks for all the praise guys! computron: i'm thinking of doing some rock tutorials, polypaitning them is fairly easy, just base coat and then drybrush light and dark areas with masking. chomp: the light beams were udk default lightshaft meshes with a custom material applied.
Im thinking above poster is right and it could be your rays but you dont necessarily need to jack it up. I'm not too familiar with mr in max but look for the fg filter (default 0) and set it to 1 or at most 2.. This should clean up your splotchy ray hits.
Could it also perhaps be the "Use as:"settings in the Bump2D Hypershade node? Make sure it's set to Normal Space Tangent since that corresponds to the type of normal map you are using. It's probably set to "Bump" by default unless you had Transfer Maps create a shader for you or anything similar.