Hello there! I have a trouble with texel density. For example, there is a model of railway car(wagon) 9x3 meters and i need to set its texel level to 300 px/meter. I know what it mean, but i cant figure it out. So how to set it on my uv?
HiTrying to get a smoke effect with a volume shader and am following a yt tutorial. Here is a preview of the tute shader: and what I have in my viewport:The tutorial is using 2.8 and I'm on 2.82a. My shader looks horribly low rez and I have been searching for a while but cant find a way to increase it. Also the color pin…
Currently you cannot drop the FOV in UDK below 40 degrees when using the console (FOV 40). Is this possible using a camera and Kismet? If so, any help on this will get you not ONE but TWO cookies. :thumbup:
Thanks heboltz! I'm glad to hear I'm not the only one who has a hell of a time getting the mount and rider to match.:P It probably gets harder and harder the less armor the mount has, too, since you have less manmade stuff to work with. On an unarmored mount, I think a well-designed blanket's probably the obvious go-to,…
Let me know if you have any suggestions... I'd like to set up the UVs so I don't have to paint each strand individually... but instead have like 4-5 strips of hair that I use over and over.
The wacom drivers allow you to sweak the pressure sensitivity curve, I've always done my settings in whatever program I'm using for the art, but it's worth a shot if PSP doesn't let you do that. If that doesn't work, I suggest Hawken's method
Hi everyone, I am new to 3ds Max, and I am having issues at the very end of a helmet model with the symmetry modifier. I somehow made an unwanted setting adjustment midway through modeling to the model "bounding box" (??? not sure on the terminology) that is affecting the symmetry axis point. How do I reset this setting so…
Informative and I suppose adaptive as well? I'm curious because at the moment leveraging the KitOps addon feature, specifically it's embedded procedural PBR material system too texture raw HS geometry in order to 'previs' conceptual content, primarily via shader channels so yes I'd agree can be bit of a time sink fiddling…