Hi guys, this is a snippet from a tool I'm writing to streamline some processes for our artists. We have models are unwrapped on channel 1, then unwrapped on channel 3 for baking. Once we have baked a texture we drop channel 3 onto channel 1 and apply the baked texture. All pretty simple stuff! Now I've basically tried to…
This Asset Pack features detailed realistic and modular Lamp Assets for usage in game, archviz and cinematic rendering. The mix between modern and whimsy designs permits versitile use for any kind of project. Modularity is simplified by using Component Meshes. Just copy-paste the Component Meshes from the Overview Level…
follow. thanks everyone. clear on dependancies full transparency: trying to explore collaboration tools. are any of these good or noise? 1/ https://mudstack.com/features 2/ https://sketchfab.com/ 3/ https://www.echo3d.com/ what do you think about the 3 above? please be blunt
Really between 1 or 3 ,I don´t think 3 is easier than 1 , I just when by the logic of how the challenges are going , you know first fantasy, then space. :)
hlsl shaders for maya have hard-coded lights, light 1 is a directional light - lights 2 and 3 are point lights link the proper light type to the light 1, 2, 3 slots.
For the maths geeks, the colours are calculated as follows If C0 > C1 then we have 4 colours in a 4x4 block C0 = Stored 565 C1 = Stored 565 C2 = 2/3 C0 + 1/3 C1 C3 = 1/3 C0 + 2/3 C1 When Zero alpha is needed in the 4x4 block then the following is used if C0 < C1 then we have 3 colours in a 4x4 block and 0 C0 = Stored 565…