Hey all, does anyone know what happened to the 3dm3 website. They featured speed modeling contests and a well rounded site for the 3d community http://www.3dm3.com/ Every time I try to go to the site, it brings up a web server default page. It looks like they either moved or just went belly up. Google search is not…
Id like to start learning more about UVW unwrapping and texturing. Im most familiar with 3D Max but I keep hearing these rumors of tools that make the unwrapping process easier such as Blender. I just dont want to start using the default unwrapping process not knowing theres a smarter/easier tool out there "compatible"…
not experienced at all in this software, i'm wondering if it's somehow possible to control transparency with an alpha texture? there's no obvious way to do it, i got the tip to replace the default material with a lighted shader and do some voodoo but that didn't work out either. heck, i know this tool has been used for…
I'm not sure what I did but the attribute editor for materials was changed somehow and every attribute available for materials is being displayed under the material type instead of separating them out into categories such as "common material attributes". I've provided a screenshot. I deleted the preferences folder, I went…
Ok. You proabably aware about this problem in Max its very popular request, but for some reason almoust no one still haven't solved this issue and those who solved want you to pay them money for that solution. I think its not fair that you should pay something for stuff that should be there by default. Which is why I…
Instead of writing a new OSL node, you can also use the UVW channel OSL node with channel 0 to fetch the vertex colors, and then split that with a Components node into the R/G/B. Viewport preview is messed up for the OSL node's channel 0 for some reason though IIRC, but if you use channel 2 for the vertex colors then they…
The issue is material importing into substance is broken, it's not you importing a collision mesh with the HP or doing anything wrong, you simply ran into a bug in the software, that afaik there is no fix for as of yet. Physical material is just what autodesk calls their normal default material type, why its called that is…
Oh thanks so much, my default recommended scale settings for Windows is on 125%, I just turned it down to 100% and everything looks normal on Toolbag 4 now. It's just less than ideal to keep switching the scaling everytime I open Toolbag, since I'm more used to 125% but at least I found the solution. Cheers for the help…
How do you mean "packing" them? Like putting some maps in different channels of a texture? If so, by default metalness is only looking at the red channel, roughness is in the alpha channel of the texture for metalness, and I think AO is only looking at the blue or green channel. If you hover over them it will have a little…
Just saying that e.g. Unity does interpolate by default and e.g. in my game the speed of attacks is bound to skill-values which can change. So dealing with 360°-resets will result in nasty flips as long as you're not doing freaky stuff like writing a handler script which does the trick (not saying I did something like that…