The R and G CHannel hold all the zdepth information you need. Just go into the channels and copy them into own layers. Now duplicate them and invert the duplicates. Now change the blending mode to something that suits your needs (lighten most of t he time does it for me) also, put another layer beneath the lowest one with…
Sorry about taking so long to update the drive that I had everything on went down and I finally was able to get the files off of it. Lesions learned have multiple copy's on multiple drives! But here it is finished and rendered out with some help from one of my friends for the Marmoset render. @Bek+Mr. Significant for the…
Man, this only took forever, but here's everything with pretty even texel mapping (except for the rocks/bushes/shrubs, and spheres in the scene. I'll figure those out later) The madness... Now to fit everything into maps. I hate playing tetris in maya.. What is a good way to do texturing? Is it better to work on all…
Yes, if whoever is coding your app knows how to get it done. You can do whatever you like. If you want vertex painting, get the programmer to write the proper rendering technique. XNA is not an engine. It's a framework/wrapper around Direct3D9 for C#. The phrase, "how do I texture for an XNA level" doesn't compute. You'll…
Brandon.LaFrance : hey brandon, thank you for the kind advice very inspiring and helpful. :D So for this Update ive done most of the arms and body but i'll have that up in a later update probably later tonight so hopefully ppl dont think ive been slacking just only showing a head update at this moment. I think im going in…
Did you at one time have Shave & a Haircut installed (a hair/fur plugin)? Google-fu lead me to this: "Search for *shave* in your Outliner, right click and turn off show DAG only and delete any shave nodes (eg shaveGlobals). In your Render Globals, under Render options, Pre render layer and Post Render layer mel, delete…
like Glynn said, key move the pieces apart within the mesh and key it.(autokey should handle it for you) frame 0 = original element positions frame 1 = exploded element positions you may need to select 'All' within the keyfilters to key the mesh. I think Autokey should know what to do regardless the reason i like the layer…
Unless I decide to pay $800 for the 3D editing software instead of using the free trial, yes. And good point, I'll get rid of the bolts, and eliminate the N-gons later. Won't take too long, but I'm focusing on texturing right now, and it's much easier to use the current texture map due to the lack of extra white lines…
i like the improved chipped paint, but still needs refinements. take ur base texture and apply it above ur green paint layer. set it to multiply and do a levels adjustment, this will help show the wood grain poping though. check out this 2 refs. also it needs some discoloration on the paint layer, and use more hi rez…
wowo this turned out way cooler then i expected. you defintly need to model the other 2 helmet variations in the concept for her! also if you dont know where to go, my advise is to tint the ao´s and set them to color dodge/burn. then play around with ctrl+U on the ao layers, usually you will encounter one color combination…