No not really, I guess you can save some memory by using your materials very efficient, you know not having extra layers if you can use the same. Otherwise Im not sure. If its not already changed by default you can change history states to 1, that will otherwise soak up some memory!
+1 Claydough. Just set the default roundness value to 100 and use the Auto fit toggle to switch between the Solid and chamfer bevel profiles. Keep in mind that you can't have more than two segments using this technique for Solid Bevel.If you go over 2 segments you will have some bloby corners.
I'm using a linear workflow. I tried inverting the green channel in the normal/bump node and nothing changed. At least i haven't noticed a visible change. Checking the image path for the normal map i found that the gamma correction was at system default. Changing it as you said to 1.0 works like a charm! Thx again for the…
Vertex blending would probably be better, performance-wise, because alpha blending is fairly slow to render. But the default Unity shaders don't support the kind of vertex color blending that would work well here. Here's an example http://www.polycount.com/forum/showpost.php?p=1924774&postcount=24 More here…
I had problems using Max 2012's standard viewport lighting. Maybe you have the same problem too. If your are also using max 2012 try this: click the [+] on the top left corner of the viewport -> Configure -> Lighting and Shadows -> Use default light and switch from 2 lights to 1 light.. maybe this helps
Ok figured out what the problem was. If anyone is using the legacy frame mode, the no delay mode (0.00) is too fast to process so it just defaults it to 0.1secs. After playing around I found that 0.06 - 0.07 seem to save to the gif and offer that same no delay timing. Hope this helps anybody running into the same problem.
I'm going to take a guess and say its something like the green channel needing to be inverted... I think the xNormal default is the same as UDK which is the same as 3dsmax, and in order for it to work in Maya the green channel has to be flipped? But that's a wild stab in the dark. I don't bake all that much with xNormal…
i dont have marmoset but probably to avoid all the issues that come from implementing video and let the user compose their own stuff instead. you can do it in after effects or premiere easily by importing it as a sequence or by setting the default image duration to the video framerate. i think photoshop or at least…
That's the second time you said that, I don't think you really understand what I'm talking about. Of coarse I have a problem with you, you're default response to any argument is to call someone an idiot or something to that fact. How about we just drop this whole conversation and just return to the discussion of the game?
Ah Paint Effects.. so old but still good :) It looks, like there is some transparency issue in the shader you got from the PFX to Poly conversion. By default, PFX has its own built in shaders (in fact an own rendering engine inside the old maya renderer) that get converted roughly to normal surface shaders on conversion.