Also, if you're defining success as "happy happy joy joy developer utopia," which is what you appear to be trying to do, you're not going to find any useful info. If you define success as long term profitability, then your list gets much clearer and much longer. Anything other than that and this becomes a pointless…
ok i'll see what i can do about the "crispiness", haha i'm guessing that means a few sharper folds/edges? and i'll be putting in the cord later. I guess i could also define the stitching better, the area that the cord sort of attaches to. And I can make those shoe straps more defined as well. Thanks!
Yeah I get that when running the define data server command. I haven't checked the device editor actually since I just assumed it wouldn't work cause of the error. I'm used to running the define string the first thing I do. I'll check it when I'm back home tonight. How is your project going?
Yeah, i thought i might have been wrong, its been a while since i've used Photoshop due to studying unfortunately. I'd definately say it looks a lot better now - particularly as you've added more defination to the character's face, along with the lighting effects that you've put in, which really adds to it. Nice job. :)
I open it with notepad or something of that nature and it get a bunch of random symbols. http://i10.photobucket.com/albums/a110/RdmLegend/test-1.jpg When I run it i get this error. # Error: name 'r7_vertCurvature' is not defined # Traceback (most recent call last): # File "<maya console>", line 1, in <module> # NameError:…
You can find a short but nice article on Gloss maps on Gamebanana here. The basic difference between a specular map and a gloss map is, that the spec defines the specular highlight of a particular part of the map, while gloss map defines the width of the highlight (as seen in the tutorial). Some info about normal maps…
when useing material instances you cant have the advanced mobile material features like rim effect or panning, or atleast cant define anything of those settings in the instance. When useing simple materials without instances you can make use of quite a few defined mobile features but the all have only limited options.
The request here for Santiago to implement this is pretty misguided. You can't simply "bake" this, you need a full-fledged tool to "paint" the direction on top of the model. Its not something that you can just tick on a feature and bake. =P As you want to define a direction counter to the normal direction, the user must…
I have a question regarding creating the albedo texture using quixel 2.0. My understanding is that the albedo should not have any shadow information but when I pick a material like asphault, the albedo has all the shadow information of cracks and all that. Whats the rules on this? I thought that the normal maps/AO/spec…
Quick question for the wiz kids here... Is there a way to know whether or not an input node has an input ? Essentially I would like to use a default input, defined INSIDE a substance, that would get overridden if an input has been defined OUTSIDE. Also, is there any difference between using input["myInput"] and…