FBX Bundle 1.5.0 is out! new website & download http://renderhjs.net/fbxbundle/ Changes * New modifiers system: Any of these active export modifiers are applied upon export * New platform system: Unity, Unreal, Collada, glTF * glTF support (requires official glTF addon) * New pivot mode: Empty plain axis object. * Include…
In general, screen shots are probably better for environments as they allow people to focus on things at their leisure. If you are going to have a video, try to include something that moves; wind blowing dust & moving awnings & bits of trash would be an obvious source. The video playback is rather sluggish, with frequent…
hey, basic usage is something like - junction <path to location where you want a folder mapped to> <path of the actual folder on disk> let's say you want to move your zbrush preference/user folder out of the original install location somewhere in c\:program files on the SSD to an existing folder d:\usr on your much bigger…
Good stuff Zezeri! Spec in alpha is sometimes called "channel packing", see http://wiki.polycount.com/wiki/ChannelPacking. Each of the four channels of a single bitmap could potentially contain a unique grayscale texture. Or you can pack a color texture into RGB and a grayscale one into alpha. It is considered one bitmap,…
Right, I should have mentioned a few more things that underline my statements. I just thought about discussing these things in the following and get a rise out of you guys. My take in searching for a painting on the web or my take in making a picture by myself? I think I'm a way too lazy bastard to do that for this thread.…
Ty for the help :) i am learn a lot about this but still have problems. I put some custom particles in a blood seeker helmet, and work fine: But now im working in a ward, and have some issues, it seems that the particle code in the .qc is making the model invisible... it compiles all ok... but I dont know what part in the…
So theres really three things: 1. Greyscale bump map 2. Normal map generated from bump map 3. Normal map baked from high poly mesh. 1 and 2 are essentially the same thing at the end of the day. 3d engines/renderers can not render a "bump map" without first converting it into a normal map (if your renderer takes a grayscale…
Just to weigh in a little, from my point of view as a freelancer: Outside of the potential for any of us to turn out to be complete douchebags, i think it's important to recognise that it's very VERY much a buyers market here. We freelancers are trying to sell our services, and there are SO MANY of us, that you have almost…
a) I of course know I am not an admin, nor am I telling people what is right or wrong to post. But in this particular case it was blatantly obvious that this was mearly a joking thread/post. The "David has a vacume you can see in his webcam" clearly falls under the type of posts such as "I ate cookies today". Its clear it…
Well, lot of it is engine and hardware specific, but in general you can think of optimizing your static graphics content in 3 steps First is drawcalls, which is how many packages of data you are sending to GPU. Each new object and/or new material is a new drawcall. There is certain overhead associated to preparing and…