@Eric Chadwick Thanks Eric. I agree. I think I have noticed situations where roughness makes the diffuse look darker when working with offline renderers. I will have to pay more attention to this next time. So how do u use say albedo vaule for example if Conifer Forest - 0.08 for offline renderers? U convert to srgb 0- 255…
malcolm: Because that way you remove any sort of normal (Z direction) influence from the overlay map, which will interfere with your baked normals otherwise. In normal maps, the blue channel represents the normal's magnitude in a range of -1 to 1 mapped to 0..255 A value of 127 means that the normal has a magnitude of 0…
[255,204,204] Just hit the numbers on a calculator. 255*.8=204. This works well for numbers under a value of 1 or floating point stuff. If the values are over 1 (as in the case with [1 4 1]) use something like this. 255/4=63.75 which I rounded to 64 (when I put it into marmoset it put it as 65, though I don't know why.…
So I know this is super lame and stuff and there arent that many people on the list, but I was googling myself and ran across a link to the Autodesk Masters awards where one of my friends must have nominated me for the 3ds max one.. so if youre feeling kind hearted and approve of my skill and kind mandered plea could you…
Does anyone know how to make the healthbar stop at zero? (it currently goes below zero) Thank you. using UnityEngine;using System.Collections;using UnityEngine.UI;public class HealthBar : MonoBehaviour{ #region FIELDS // The player's current health public int currentHealth; // The player's max health public int maxHealth;…
Breaking news! The vertex painting is working! Turns out that the issue was that nanite was automatically enabled for those meshes when i imported them, must be a 5.5 thing, and because nanite tessellation changes the vertex data apparently, it was messing up the vertex painting boy am i glad it works now
a temporary mesh will be generated in that tool with unique material ID's and different colors on each element. That mesh is used to bake the texture map - even in previous version never did I intended to keep that mesh, so its always deleted afterwards. If you want to have a separate function that just assigns a multi sub…
post in official TF2 thread http://www.polycount.com/forum/showthread.php?t=69164&page=527 http://www.polycount.com/forum/showthread.php?t=69164&page=527 http://www.polycount.com/forum/showthread.php?t=69164&page=527