Thus far, I do like the overall analogue vibe and also I'd assume that eventually UE master material (node tree especially) would be something too behold once this project is finished.
So basically for some reason my animations made in Maya aren't working properly when imported to Unity. Even with each bone's animations baked, they're flying all over the place. Here's a link to the reddit post I made with videos demonstrating the problem: Based on long-ago prior experience, I have a hunch it might have…
Polycount used to run on vBulletin forum software, which offered BBCode editing. But that was a few years ago. We haven't used BBCode for a long time now. We're running on Vanilla Forum software, and we've disabled their BBCode editing mode because it makes the site easier to moderate. Briefly we switched to Simple HTML,…
I guess I forgot to mention that you should resize the heads to make sure that one image is not smaller than the other. It's also important to note that these two heads are being shot at somewhat different angles (look at the relationship between ear height and nose height - the white guy has his head tilted back).…
First of all, the solo channel mode for the height channel is displayed in [-1,1] space and by default negative information are showed as black. use the +/- parameter in the viewer setting to change the display and view the negative color if needed. The contrast between the two colors can be a bit hard to see sometimes. As…
Try to add that in your userSetp.mel // NoLight ModemodelEditor -e -dl none `getPanel -wf`;// unfieltred mode in the ViewportmodelEditor -e -td "modulate" -ts 1 -ta 1 `getPanel -wf`;// unfieltred mode in the UV EditortextureWindow -e -imageUnfiltered 1 polyTexturePlacementPanel1;…
I think i know what your having issues with there. The two nodes that seem to confuse people are the image node and change range node. flow should look like this texture>image>color2scalar>changerange>material change range is located under nodes>math>changerange. Hope that helped.