marvel exec#1: Lets try to piss off and drive away people from the CoH francise. marvel exec#2: Good idea, how do we do that? marvel exec#1: We fustrate the CoH players with little imagination. We need to drive them insane by forcing them to skirt the line of pretending to be thier favorite heros and being a close rip off.…
please post the pics with the other side as well... with only 1 half of the model its hard to give crits. you should use mirror cut or duplicate special and use the settings 'instance' and '-1' (not a maya user myself, so i hope this right) .. dunno if that bit is mentioned in the tutorial so sorry if i'm repeating stuff…
Hey guys :) I'm currently working on an environment in UE4 and while working on my master material i noticed that my normal maps quality have decreased a bit. I only use the R and G channel for the normal map,the blue is for any other grayscale texture. I'm using the DTX5 compression method and the normal map is set to…
i have to say that the scene feels a bit cluttered at the moment. When I compare the environments from the devision to yours I see a major difference in player guidance. While the devision has some really high-detail environments I got the feeling that this is never distracting the player from points of interests, paths /…
Hi everyone ! I'm actually facing an issue with seams. Here the frame body is divide in 4 parts in the UV, the part 1 has a mirror of itself. When working in Painter I noticed that the part 1 is great on one side, but the other side the part 1 mirrored, the seam is really obvious. I think the problem come from the part 2,…
New courses from Autodesk, Nvidia, and Google respectively. Interactive Rendering (CS291): http://www.udacity.com/overview/Course/cs291/CourseRev/1 Introduction to 3D Computer Graphics Introduction to Parallel Programming (CS344): http://www.udacity.com/overview/Course/cs344/CourseRev/1 Using CUDA to Harness the Power of…
Hey guys, First time post so I hope I am in the right place. I just finished up a small document with a workflow for seamless baking for multi-tile UV maps, I am currently using this for my characters, let me know if this helped or if you have any suggestions. Thanks, TRAK. Multi-Tile UV Seamless Bake Workflow This is all…
in the Shader there is a note about using texcoords like <font class="small">Code:</font><hr /><pre> Texture{ .. texcoord 1; # would use UV channel : 2 of max, default is 0 > 1 in max .. } </pre><hr /> about the scaling thing, I will just use texture matrix for both tiles individually, but not for emissive and mask, it is…
I use 'M' to activate the tweak component tool, then 'L' to toggle it into welding mode. Alternatively from F1 (searched 'welding'): You can weld pairs of points interactively while using the Weld Point tool. Alternatively, you can weld pairs of points interactively by pressing Alt while using the Move Point tool. …
I have multisub material. With macrorecorder enabled I can see how max creates texMapList and texMapIDList when I open EditUVWs window: $.modifiers[#Unwrap_UVW].texMapList.count = 17 $.modifiers[#Unwrap_UVW].texMapIDList.count = 17 $.modifiers[#Unwrap_UVW].texMapList[1] = Checker () $.modifiers[#Unwrap_UVW].texMapIDList[1]…