This is a pretty helpful reference (NSFW) http://fineart.sk/sites/default/files/imagecache/node-gallery-display/photos/005/005_2.jpg Note the length of arms and legs, shape and structure of hips, groin and legs. You're not too far off at this point, but there's still a bunch of tweaking to get her looking anatomically…
I think you need to go into high quality lighting mode to view the texture at its proper resolution when using a surface shader, or change the Textured Channel attribute. I've never understood this node. Playing with it now, I either get low res + transparency or normal res and no transparency in my viewport.
I think you don't have to blend your slope results with your leveled tiles afterwards to keep the areas between the tiles. Just check in the slope node the mode and change it from Blur to Min. That should make sure that it only cuts into your tiles. But of course you can do it like this as well :)
In addition to what the others have said, you can also select the history node tab from the Attribute Editor, click Select at the bottom of that same panel, and press Delete on your keyboard. Much faster than opening up the Hypershade if you just need to get rid of one or two history nodes. If you delete history nodes out…
@Method14253 Okay, you want this one: If it shows something other than the material then click on the shader type (it might be Line Style or World) on the right side of this dropdown and pick "Object". A tree will appear, but only if your material is node-enabled. You can also switch modes through shortcuts. It might or…
Even when working in other engines I often use UDK to test ideas, as you can see what's coming out of any node at any point in the pipeline. Writing raw HLSL using text based code is NOTHING like using the material editor even if the end result is a HLSL shader either way.
It's definitely most awesome. It seems more like actually writing code in HLSL just with nodes, but to think about it, it might be not so comfortable for most artists since basic hlsl knowledge is required. The UDK editor eliminated a lot of that tech stuff. Anyway, Kris get hired by Valve in 3...2...1...Go! :D
How do you prevent 3dsmaxbatch.exe from closing when it's done, so it can continue running other operations? When I was using it batch mode it continually exited, and constantly restarting the process was slower than the operations being handled. Depending on what your doing, using parallel nodes in MCG might be faster.
Maybe for some things, but there are so many things imo that would be easier to write in code than doing it with some kind of visual scripting. I'm just imagining hugely confusing node labyrinths already =) . Programming really isn't THAT hard, basic syntax of a language can be learned pretty fast, especially something…