Doesn't that mean if you save the PSD, they will lose the nested layer sets information when they open it again in CS2 or whatever? Breaking someone's layer setup, isn't that a bit inconsiderate? Unless it actually does preserve that information somehow even if you save in an older version?
Hi all, I try to learn how to use the masks from Photoshop CS2 but now i have a problem, something makes my model look white ingame and i am sure its a mask but the masks look like in valve's example for that hero. Hope somebody can help, thanks!
I am wondering if someone has managed to get this PS plug-in to work correctly on this set-up. Mac OS 10.5.8 with Photoshop CS2. I've followed the installation closely but still get this error upon trying to run the action. TypeError: Undefined is not an object. Any help would be great! Thanks. Chris
I'd like to [ame=" https://www.youtube.com/watch?v=2WJG14uLA3k&fmt=22"]disagree[/ame] with that. CE2 Medium > CE3 Consoles. Shep, interesting read indeed. Prophecies, looking at your new tree makes me think it'll do quite OK with overdraw. There's some in there, but you can't avoid that completely.
This isnt really environment art related, but had to drop this in here as opposed to starting a new thread. So great!! Even greater if I get to customise my own cat. [ame=" https://www.youtube.com/watch?v=h7Hq3YC3EXA&feature=player_embedded"]??????? 3? CBT ?? ?? ??? ?? ?? - YouTube[/ame]
I would recommend to NOT get too caught in online tutorials or manuals, are these get convoluted VERY fast. I leart the app by following the Angler Fish video. I think it was back in ZB2. It covered all the basics and this should get you started easily. Good luck!
Opacity-masking for floor-grate in UE4 ... solved! (dDo didn't care that the Opacity map was inverted, but UE4, TB2, and Maya all did :poly122: ) Also, used a trick in the Normals map to generate beveling in nDo from the Opacity mask, to give the floor-grate the illusion of thickness.
Something like this should be great, http://www.bestbuy.com/site/Asus+-+Laptop+with+Intel%26%23174%3B+Core%26%23153%3B2+Duo+Processor+-+Black/9556125.p?skuId=9556125&ci_src=14110944&ci_sku=9556125&ref=06&loc=01&id=1218124208054
Max used to have great 3rd party viewport shaders, Xoliul a d 3point shader, but Nitrous broke them around max2012. Max is the last place I would view my NMs. If you have TB2 or Unity/UE then definitely use them instead.
Hello, fellow developers! I'm 16 years old and have been making games and assets for the past year or so. My workflow, if anyone's interested: Autodesk 3DS Max - Zbrush - Photoshop w/ Quixel Suite - Marmoset TB2 (for beauty shots) - Unreal Engine 4