The problem that needed to be solved is that capitalist require labor to make more profits, but labor is whiny and wants things like dignity, paychecks, and water. Which of course is a major insult to an antisocial personality disorder mother fucker who firmly believes that all things on earth belong to them only. People…
Hey guys, As someone who has transitioned into using Blender full time both professionally and for personal work. I have a few nit-picks that I'd like to share and see if anyone can offer some insight as to how to approach them effectively. When switching between selections (Vertex, edge, polygon), they aren't remembered…
I finally got Unity to run again. I'm embarrassed to say I tried "everything" except "Run as Administrator" which worked. :poly136: Strange though as both Unity 2.6, 3.0, and 3.1 hadn't required this of me before. Anyway here are my findings concerning exporting from Modo 501 to Unity 3.1 using the Collada DAE, Autodesk…
Hi Arsh This is what the pack fixes and as you can see each fix is proceeded by the service pack number that fixed the problem: Heres the SP3 fixes only: Added entries in the .ini file to be able to set TCB default values for the different Biped key types (SP 3). Lag with Select by Name dialog when Cloth is used with…
you can create them in the material editor, no coding required, its an visual interface where you can connect different nodes to an output whats done here is called channel packing, where you fit as much information in as few textures as possible while still retaining full quality most likely they thought they don't need a…
Pulling your hair out trying to fix generic AI images? I recently helped a client replace AI art with human-led concept strategies ( moodboards, OKRs, design thinking), and got their game pitch approved by the board of directors on the first try. - See the full project…
On this kind of material, the blend mode only needs to be translucent or additive, and you can then render it unlit. Put your colour into the emissive instead of the diffuse slot when you do this. The vertex shader shouldn't really be affected after you do this. I'd check your main node settings if something changes once…
Managed to solve the issue in the end. I was able to use the Default blendshape mode and using the mesh inputs menu (Right click on mesh - Inputs - All inputs) I moved the Blendshape node to be above the skin cluster. This way I can pose the face and then add the blendshape without going back to the full corrective pose…
That's because the normals are flipped, at least as far as Max is concerned. Max expects Y- - just invert the green channel in Photoshop and you're good to go. :) Alternatively, you can flip the green channel in Max's normal bump node as well. On a side note, I'd highly suggest straightening out your UV shells. You'll get…
I think mbullister's example shows that a multilayered surface does look much better and more realistic than just diffuse with a flat normal. Sure its more expensive, but thats what fallbacks are for. Having the extra specular layer really helps the perception of the material. On a side note, with unreal moving to deferred…