Ah yeah! I can definitely tell they are auto-packed. That is fine for some things, like if you're using a bunch of tiled textures on an object, however you really need to make sure that there is space for texture bleed in-between your shells. This is for LOD creation, which are frequently automated, having space for…
Thanks for the advice, I'll be brightening the lighting. I wanted to use vertex blending on the walls, but the floor is BSP. Is vertex blending possible on BSP?
Ok, still no idea why I can't pass an array, but I want to give a shoutout to my dreaming mind for somehow going from the madness of arrays to a dream that I couldn't get water from a pitcher into a glass so I could drink. Here's some working mel and includes some of the additional lines to tell the Shape Editor UI to put…
I misspoke. I should have said, the more you have of one, the more you are [allowed] to add of the other while still maintaining a valid colour harmony. And this is new material shadow colour is based on the object color after it is blended with the light. It wouldn't have to be realistic but some neat styles could come…
[ame="https://www.amazon.com/Accoutrements-12293-Squirrel-Mask/dp/B0070QMUN2/ref=sr_1_1?ie=UTF8&qid=1374873018&sr=8-1&keywords=squirrel+mask"]Amazon.com: Squirrel Mask: Clothing[/ame] with a scarf, on a mannequin :D Snefer, the compositing is an offline process that bakes and packs data down to a handful of maps - the…
Incidentally I was just messing about with Corona today. Still not perfect, but has improved somewhat. Blending between intersecting meshes seems arbitrary(or at least only blends perpendicular?) MentalRay was the first to do it. Now gone from Max, although the Autodesk Material(not A&D material) is still there and it also…