Hi guys, i'm having major issues with my practice model (http://imageshack.us/photo/my-images/225/85205814.jpg/) and at present no clue at all what else to do about. Hope somebody can really help 1. aluminum frame How can i build this frame without getting any bump? I've tried as far as i can go to manage all supporting…
Alberto... I'm hoping Autodesk will release it on their site. If you go here http://area.autodesk.com/gdc2012 you can see archived footage from GDC with screens and playthroughs of Hyperspace Madness as well as Autodesk talking about the project a bit. and another video...…
As for the second part, here's example dotnet textbox: try destroyDialog test catch()rollout test " .NET Textbox" width:180 height:180( dotNetControl dncText "System.Windows.Forms.Textbox" width:175 height:170 align:#center on test open do ( dncText.Font = dotNetObject "System.Drawing.Font" "MS Sans Serif" 8 ((dotNetClass…
For the maths geeks, the colours are calculated as follows If C0 > C1 then we have 4 colours in a 4x4 block C0 = Stored 565 C1 = Stored 565 C2 = 2/3 C0 + 1/3 C1 C3 = 1/3 C0 + 2/3 C1 When Zero alpha is needed in the 4x4 block then the following is used if C0 < C1 then we have 3 colours in a 4x4 block and 0 C0 = Stored 565…
Hi! Sorry if that was asked a lot. I need a formula to convert 0-1 linear(which is used in material sliders like 3ds Max,...) like 0.7 into Photoshop sRgb(0-255), what is used in PS histogram. I need that for non color maps, like roughness. I don't know if the correct formula is x(linear)*255, or do I need to factor in…
OK warby I found something similar to what you're saying. I think you're using unsigned normal maps, which for your engine means a 128 color is considered a non-bent normal (pointing straight up on X/red). Here's a quote from one of our graphics programmers: [ QUOTE ] Signed normal maps are useful for helping to hide…
Ruz: Yeah 500 in my previous post was just a random example number to show the math. For your eyeball example you would determine the highest value you want your spec power to be, in this case Eyeball = 120. The eyeball highlight would then be painted with value 255 white pixels and multiplied by a constant of 120 which…
Hey thanks for the encouragement Im still chisiling away at this room. Been working on this bookcase all day and am calling it quits for the night. I decided to go really low poly on this one, its 525 tris. Any critiques would be appreciated I plan to continue working on this more tommorow. Thanks! Diffuse:…
What is exactly your goal ? Where do the XYZ values come from and why do you need the vertex color ? Does this thread help ? http://polycount.com/discussion/185330/struggling-to-bake-local-position-to-vertex-color-in-maxscript-mcp-for-blendshapes-in-unity https://github.com/apras/Unity-VertexTextureFetchAnimation Color is…
@Cathodeus : in case you want to dig into an adventure,- download the latest release- the mzp file, its a zip file so you can open and extract it using Winrar, winzip or the build in XP zip stuff. so extract the files somwhere,- and then open the 'uv_toolbox_2.50.ms' with any text editor or the build in maxscript editor in…