Yeah, you'll need to keep the UV content within the 0-1 space. Anything out of 0-1 will be ignored. It works this way so that artists can move things, like instanced or mirrored elements, out of the 0-1 space. This lets you control what will and will not bake.
copy layer 2 times on one layer edge detect (in photoshop a custom filter with atrix [0 -2 0,-2 8 -2,0 -2 0] blur the result a bit and blur the ohter copylayer the way the edges arent that hard then use the edgedetection as mask for the blurred layer
So, if I understand correctly. This implies that the 0 or 1 metalness only idea is wrong, and pleny of metals can be between 0/1 depending on dust. Some metals can even be 0 i'd assume? Like the cast iron on a cast iron skillet?
Head topo was recently discussed in dabu's thread: http://boards.polycount.net/showflat.php?Cat=0&Number=194365&an=0&page=0#Post194365 For practice i would start a new head from scratch, but i guess it doesnt hurt to tweak that one and then move on.
Yes, Per's right, everyone needs to learn this. That's why you should all enter the September Challenge http://boards.polycount.net/showflat.php?Cat=0&Number=65795&an=0&page=0#65795 Lots of room for creativity, and the skills you need to know now.
www.wings3d.com www.blender.org Those are pretty much all you need to do most 3d tasks, and they are both free. If you need more than that look here, but it might cost a bit for some of the alternatives: http://boards.polycount.net/showflat.php?Cat=0&Number=8173&an=0&page=0#8173
!!!VOTE!!! https://www.dropbox.com/s/p5tc2lm3r8wrji0/Vote.png?dl=0 UPDATED! https://www.dropbox.com/sh/v5fv98uh74slco2/AADzy8rBlDmcBBkBJVP99fKya?dl=0 Parts/Art https://www.dropbox.com/sh/zumyf30qo380wbe/AABaxYqB7EDU8dAYr4GXp4QUa?dl=0 Check it out on steam! http://steamcommunity.com/sharedfiles/filedetails/?id=663230215…
Cross posting in case you don't want to wade thru the whole thread to git to the end results and a modifier revision: most folk r using the alt rmb fer scale navigation in Maya. Now that the Roger is alt rmb-n' wit zSwitcher... tis time to free the key and un-scramble my brain's viewport. ( new hot key is ctl-mmb ) (…
Ok finally got an answer on crydev. r_SSReflections = 0 or r_SSReflCutoff = 0.5 those are the cvars. The top one completely disables it, and the bottom one defines the min gloss level that the RLR is enabled at. (cvar values from 0-1 translate to 0-255 in the gloss slider)
Just a quick question, why, even with 0 amount of bloom does the effect show once the Lens Dirt is added? With 0 Bloom 0 Lens dirt nothing is illuminated, but once you add the lens dirt it blooms up. Intentional or have I misunderstood?