I've got a lazier way. Just combined the two (what I assume are square) textures side by side into a new 2:1 texture. Offset the UV's of the model to the left texture by 1, scale all by 50%, move right by 0.5... done. Don't have to rebake anything, can still use source .psd's by textures... but only if your engine supports…
Yeah! I make two mr AO materials, with 1 and 2 in Incl./Excl. Object ID. And set G Buffer Object ID of main geometry at 1, and float geometry at 2, and place appropriate material. And this work. Thank you! :) Also, maybe you know something about problem with normal maps baking? Why output have empty black image.
If you dont care about the stack, you can also apply the unwrap modifier on your object selection and change the map channel from 1 to to 2. If you don't "reset UWs", the uvs are just copied from channel 1 to 2. Then, just collapse, to "save" the uvs. renderhjs script is certainly a cleaner way to do it though. edit: ah FU…
recheck with a gradiant background... wireframe on hardened normals, and 8 heads check, final looks to be about 7 1/2 to 7 2/3 heads high acceptable for a human. im gonna tweak his proportions a bit anyways because it looks like his lower leg could be a bit longer, and his torso a little bit longer as well. no remodeling…
Very awesome work. Id recommend chopping down the video more tho. It becomes way too drawn out for us low attention span people these days. lol. Id show just 2 or three of those close up rotations, then just a minute or 2 of walking around in first person mode, (which is the best part imo). Awesome job man!
The only issue I could see with making the challenge longer is new people who weren't in on the current 2 month cycle could get a bit impatient if the challenges aren't as frequent. Many work on challenges past the end of a month anyway, sure some people lose interest and drop out, but those people probably wouldn't finish…
Because retopology system in zBrush is not ok, so i have to change to maya to retopology in there. My problem is how can i apply details from high poly to low poly model? Because that is 2 different models from 2 different programs. And if i polypaint from zBrush, what kind of maps should i export out to apply to…
well its not really her fault I love more customizable systems - ipad 2 is very restrictive ie i button and 1 io port. my beef was not about my mum, mainly that apple is a bit controlling. I really love my samsung note 2 tbh - had no problems at all and will probably buy an android based system for myself in future
This is a 2 hours sculpt. I am doing 5 heads over the next week or two and my goal is to limit myself to 2 hours for each one. I need to speed up because I didn't get to eyebrows, skin pores, wrinkles and the ears are not fully developed. BustSculpt1 by leermac, on Flickr I also have a quick turntable…
"I just have to stop playing wow.... " know the feeling... but im only 2 pieces away from full bloodfang! and AQ and Naxx is fun! I had this grand idea to recreate some fight scene (2-3 characters), in more of a hardcore style, but still 2d textures. May still go ahead with it, if i have time.... which is long for 'not…