After looking more into it, I'm confused as hell. Apparently the rule I mentioned (and you did) only applies to [/b]OEM[/b] licenses. And even then, it's not super restrictive. Apparently, every time you upgrade, you accrue 'points'. And supposedly a mobo is more points than a strip of ram. Once you reach a certain amounts…
hey so im having trouble getting the specular to show up on my blend texture. does anyone know how that works exactly. the blend texture is the moss in the rock walls. i have my specular in my diffuse alpha like the documents say, yet it wont show up. cryengine is also not letting me tile my blend texture. it just has it…
The normals don't look flipped, it looks more like they have a different smoothing group that the surrounding polys (or they all have no smoothing group at all). Try adding a Smooth modifier (just Smooth, not Turbosmooth or Meshsmooth) on top of the stack (make sure you don't have anything selected or are in any sub-object…
A quick solution might be to use Tool: Geometry: Mirror and Weld on the blue Z-axis (you may have to temporarily re-position the belt subtool over the center line first so that it mirrors correctly). Then you could move it back into the cube, and set either the belt or the cube to be a subtractive Boolean operation with…
OK, you get the happy fun fix. Open your .obj in a text editor, something like Notepad++ that shows line numbers. Jump to line 42612 and make sure all the numbers on that line are different values. If I see two numbers, like 599 and 599, just add or subtract a 1 so they're different. Resave your .obj and try to open it. I…
Here you go: I had several problems though, first off all I'm unable to download any of your images so I just used the snipping tool from windows to capture them. Second, a big portion of the grayscale gradient is pure black so there it a little jump in the beginning of the panning. It also isn't linear at all so panning…
Hi, your hard surface workflow is obsolete, now artists use the rounded edge shader (aka bevel shader) of Blender Cycles 2.79.1+ (free) or Modo, VRay, Houdini and Redshift because it works with every topology so you can use substract booleans modifiers everywhere and it works great with text too. The meshes gets rounded…
Looks very good! I have a question though! How did you substact the text on and off on a smoothed surface?? looks like you used boolean or shapemerge but then the mesh would be destroyed with a meshsmooth or turbosmooth ??I assume you use 3ds max?
Zbrush or Mudbox? Its pretty simple (in zbrush anyway) to control brush intensity's. Hold space bar down and adjust the sliders. If you are using the "Standard" brush for Alphas, set it to drag react (this is also personal preference, but I feel it gives you the best control). You can also just subtract from the intensity…
The shots that have wireframes are lowpoly updates, the rest are highpoly updates. I tend to work on both at the same time. Workflow stuff so far, The frame has a lot of complex (more than 1-dimensional) curves, so it starts as a very low poly blockout to get the primary forms right, and then that gets subdivided so…