A slightly interesting article turned into a pure comic gem by combining the idea of internet "honeypots" with the "1 million monkeys + typwriters" idea giving us the new term "Honeymonkeys". Hopefully Microsoft will rename critical updates to honeymonkey updates and include the appropriate animated character.
Maybe go old school? Record a new action, save your file, stop the action and rename the action to match the file name. Now when you play it your texture gets saved with no fuss or pop ups :)
You baked the Color(Diffuse) but you also need the Transparency(Alpha)? Select the Alpha map option but rename output file to the same name as the Diffuse map. Doing so puts the alpha into its own channel in the diffuse.
Yeah this sounds like typical alpha sorting issues then. Try merging all of the other meshes into one chunk. Try renaming the visor so it is alphabetically first and last to see if that affects the sort order. Try using alpha2coverage
Ctrl-double click on a shader in the hypershade to rename it. If you want to move in 2 axis at a time ctrl-left click on the axis you dont want to move in, then hold down the middle mouse button (anywhere in the viewport) to move.
Perna: Thanks! Im glad you like it! Significant: Cheers! It's appreciated. I also got the thread renamed, as I completely agree. If you have any other suggestions for thread names, Im all ears too :)
Unfortunately it's hard coded to 3 digits. You could write a script to rename your objects. Select the objects in the order you want them numbered, then run:for obj in selection do( obj.name = uniquename "Axe_" numDigits:2)
Only the 60's style one renamed the 'flatmobile' for copyright purposes. Is there a 80's one (based off the Burton films) still to be unlocked too? :D Wish this was moddable, I'd love to throw in some custom cars!
Don't use the baking UI. It's garbage, IMO. Just use the Render -> Bake To Render Outputs path and handle it manually. And yes, delete the UVs from the high poly ... or rename that map ... that will screw you up big time.
This belongs in P&P now, maybe a mod can move and rename it for you. #2 looks a lot better, IMO. And I would either map the specular to isolated bits/veins, or turn it down significantly. Looks oily.