At the moment im switching between level 1 and 3. blocking in a piece of muscle in level 1, then going to level 3 and detailing it a little, then back down to level 1 for another section... Probably not the best way to go about this. I'l try do a pass over of everything in level 1 before i go up to 3 now.
Just some info I forgot to add - When you sample a normal map in the material with the Normal sampler type (the drop down list in the texture sampler node) that texture will automatically be in the -1 to 1 range. If you store your normalmaps in a different format you'd need to sample in that particular format and then…
Thankyou again for the replys guys. So i understand now that a uv island is like a seperate model...so the lid = 1 uv island which means it should just have 1 smoothing group. The base of the trash can = 1 island so that again = 1 smoothing group and so on. I think i am starting to understand?
Eggs are about 12 for 2.99 If I remember correctly.. i haven't bought eggs in a while though... but 1 egg is about $0.28 USD *** Update *** They just went on sale at Ralph's... $0.99 for 1 dozen eggs. New exchange rate is 1 egg --> $0.08 USD -- to buy 1 magician you need 150 eggs. *** Damn son
I'm trying to create a script to divide selected spline segments once, but am having troubles using subdivideSegment (since splineOps.divide doesn't let you specify the number of segments). It requires the spline index to be specified, however since I'll only have the segment selected it needs to be derived from that, and…
I am trying to use UV snap shot in Maya to export an image of UV map. But for some reason, the snap shot area always remain 1:1 (X : Y) ratio. Here is the UV exported file... And this is the screen shot of UV editor. It doesn't matter what I change... UV range... entire range... or User defined (in this case, I use U -1 to…
1. for props its really about how much you can fake the eye using optimal tri count and normal map. So it may also vary on the importance of the prop. and maybe what viewable angles of the props. Instead of exploding try assigning material ids in 3ds max. Ex: high poly piece 1 wth mat id 1, lowpoly piece 1 with mat id…