well no matter what approach it will have to tile on 1 axis or both. Its pretty easy to make something tileable in photoshop. I would just use a tileable texture, than use the reflection vector with the red and green masked, and hook that into the UV's. I wouldnt even worry about it sampling from the wrong part of the…
it seems TrueCrypt is secure after the code was checked on the last version. In my case, I use AxCrypt, this software can encrypt on file or all your files. It can encrypt a selection in a single clic (but all these files will have the same key). http://www.axantum.com/AxCrypt/ I prefer encrypt files separately instead…
you're going to lose your animation but otherwise it's fine if you have saved a skin pose for your bones this is easy, if you haven't - hopefully you haven't changed the pose they were in when you applied the skin modifier. to save skin pose Alt+right click, in one of the left quad menus you'll see options to save a skin…
From What we can tell its the Hip bone that is pulling it upwards. The legs are stationary during the animation. The character is sneezing and bending forward and that motion is just using the hip controller pulled down bending the knees because the feet are restricted from moving past 0 on the Y axis. The offset happens…
I don't think there is an option for this, however in Maya you can control your manipulator without actually touching it by dragging your MMB around. It will obey any current constraints you have set to the manipulator as well: when you click on an axis (move scale or rotate), the handle turns yellow to indicate that axis…
Did some detailwork! I really try to not make this thing look like my other kitbashed vessels - I put thought in it and give everything a purpose (well, more or less everything :) ) to make it look believeable Here some sort of layout, to make things a bit more clear: Red: Weapons. Torpedos in the front, rockets on the…
Yeah, PZs feedback is excellent - and that nude picture is a fantastic reference. To drive the point home further I'd like to stress the following : Be very, very careful with shift-snapping to front view and side view in Zbrush. Here is why : every time you do that (regardless of perspective mode being enabled or not),…
Objective: average displacement to +/- range, rather than + only (*tip from Jan Kaluza) Notes: * Using a .jpg map in the height channel produced obvious displacement artifacts and created an offset into the -z axis, creating a gap between the user's feet and the ground plane. Using an .exr version of the same map produced…
Render, with big polygons - one draw call on a 2048+ texture runs slower than a 512 texture with 100 draw calls ;) Well, in AS3 at least. On GPU platforms like Unity I have no idea. Up to 100 draw calls, the difference in performance is almost non existent. 500+ is where you start to see a very significant drop in…