Cheers MoP. I want to have a proper UV layout so I can do handpainted diffuse and spec maps so I'll try the second approach. If there's one thing I'm not short of it's UV mapped heads here are some orthos of the source mesh. I was planning to do a 256x256 NM from it.
Thanks Fat! So far I found this: <Uvwmap.Gizmo>.rotation Quat default: (quat 0 0 -1 0) -- animatable The rotation of the UVWmap gizmo. Which I guess should allow to enter a quaternion angle value as a angle transformation for the UVWmap gizmo. And also this: viewport.getTM() Which outputs the viewport angle in the form…
"the generic simson moment" i know that... my words about coincidence: (hit me when i am wrong ) coincidence can only be used if you imply that there is a fixed boundary. you make a some programms that create random pixels on a 256 texture, multiply each & ran trough filters blablalba... you may get after (guess it takes…
Lol, I have never heard of this oven trick before. Very interesting. I'm always curious on who comes up with this stuff, haha. Sorry to hear about your dead computer =/ A decent mobo/gfx card replacement would probably be $250. Start saving up!
damn where the hell is my Alone in the Dark bundle? need to reinstal those games =) the second was the best. That Adventure Classic Gaming site remembered me well Estatica II : http://www.adventureclassicgaming.com/index.php/gallery/image/252/ spheres made models? another one to search the damn CD
Wow this just keeps getting better =) The archway looks really good and more realistic now. I like the building at the end of the street, I can almost see vendor market style stalls down there. I'm not so sure they do that anymore but since you have a pull cart who's to say you can't have fish and veggie stalls =P Crits:…
It usually implies visual depth. 255 blue tends to be standard, as it gets darker the shading will get darker on the normalmap, gotta be careful though because it'll go right down to black shading in-game and it'll look rubbish
[ QUOTE ] I'm not a scripter, I don't know the toggle code, but I took the output from the Listener and made this in 10 seconds or so. <font class="small">Code:</font><hr /><pre> macroScript blackSilhouette category:"MAX Script Tools" toolTip:"Sets the Global Lighting Tint to black" ( actionMan.executeAction 0 "40029"…
I get this all the time. It varies from model to model but it always happens to me when my AO samples were set too high. My latest character didn't like the samples set at 128 so toning it down to 96 worked. Lame IMO because I'd like to set everything to 256 if I could.
lol poor dale! this technique really does breathe life into models, this head is only 308 polies with a 256x256 map (modelled from photos some years ago)