Something that I haven't seen mentioned.. QUOTE BY: Atm it's just a quote. But I'd prefer it said Quote: blah by god. Then at least we would know who he's agreeing with, or w/e
Edit w/ latest: Ola. I'm slowly building a starcraft medic in my spare time. Blocking out this thread out for future updates :D Just some HP elements done so far:
For the most part, any natural (and almost all artificial) light sources will never cast sharp shadows. Shadows are soft at the edges - its just a matter of falloff. The amount off falloff tends to increase w/ distance from the shadowcaster. Take a few ref photos next time your outside as this will really help when you get…
Bumpage, because I'm curious. I know I'm probably annoying everyone w/ these questions about trivial things in Max, though. :) Maybe I should post this stuff on Autodesk's forums instead...
BTW, if you don't save it with a DM, CTF, etc. prefix, you'll load w/ the "Unreal Engine 3.0" logo at the top which will also appear in your tiled screenshot. Not sure if there's a way around this. :)
It's there, it's just hidden behind the meshes and fog --which makes it pretty useless of course. You can always use F and W to toggle meshes and fog quickly on/off though.
I did a web search for "white lines Marmoset" and found this, maybe it will help you https://discourse.stonehearth.net/t/anyone-use-qubical-w-marmoset-toolbag/1858/10
you could always use in maya the move to edge, face, vertex, its on the marking menus. Press W and hold, go to axis and set to face... that would be the same thing. It just doesnt show the grid