@Altea I think the link just expired since the file is still in my dropbox. Here's a new link for it: https://www.dropbox.com/s/86o8vxm89votav7/g_subObjectLevel.mcr?dl=1 Also, in case anyone wants it in the future and the link expires again, here's the text (just save it to a text file with the extension ".mcr" and run it…
You know whats supposed to be at the front of a torso...but not really exactly where it is and how big it is. Since a lot of the issues have to do with size, maybe it makes sense to kind of measure out the body a bit. Take ZBrush, a model with decent anatomy (Zbrush ships with some of those), set your Transpose tool to 1…
no light maps at all yet... and the lighting is unbaked... howeveR!! i found a solution - I found what went wrong... in my normal map texture, the "unpack min" settings had gotten set to 0 0 0 instead of -1 -1 -1 somehow... totally screwed me over for like 3 hours tonight - and now i feel dumb for posting this. Anyway, if…
1. reflection, use surface lighting type for translucency and it should get reflections from sphere reflection actor. 2. refraction should be 1 = no refraction and you go above or below to change refraction index. its scalar so you don't need a normal map, or you could use like blue channel or something. I also like to…
Yeah, don't worry about the requirements when it comes to "experience" I've worked on 3 games or was it 4? 2 of them have been released, 1 of them was a R&D prototype that never went anywhere and the last one was just barely in production before I was laid off with at least a couple others on the project, and the other…
I am having some issues with some of my normal maps,I have generated one in crazy bump and applied it in the UDK material editor, multiplied it by 1, 1, 0 is a constant 3 vecotr but it is darkening my texture. I have reserahced into multiplying Nmaps and i have found that you shouldnt multiply the blue value because you…
the half life 1 engine is the last ( only) engine i ever remembered having a problem with uvs being outside the 0-1 range. every modern engine will handle what you are planning to do just fine how ever probably not important with bark but i know unreal engine will get less and less precise the further you go away from 0-1…
uv range is completely relative when you are talking about the mapping you want to do so there is no advantage to using the -1 to 2 range since you are wanting a uv snapshot that is in the 0 to 1 range, it's just numbers relative to where you have moved your uv's to. -1 to 2 would actually be your image tiled 3 times which…
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