You can modify his head whatever you like, however you need to have there geometry that Valve later will be able to animate so he will move his mouth while speaking. Ofc ideal way is to leave the mouth area as close as possible to his original mouth however that can be hard to do as default mouth area is around 500tris and…
I'm currently trying to create some rocks in Cryengine. I've been looking at the default assets from the engine since there are some rather nice looking rocks in there and i think i'm on to something, but i don't know how to recreate it yet. Let me explain: It's a fairly simple shape with a global smoothing group. The…
Thank you! :) 1. I created a NoVis (I think that's what it's called) Area to remove all default lighting and then I set up some standard lights. Nothing fancy at all. :) 2. The reflective surfaces are bright both in specular and gloss. I generated a quick and dirty env. map by placing a box in the middle of the scene and…
Cool man! This is lookin' really tight. I made a few sets for Dragon Knight... He's kinda doofy looking by default. Nothing's been made for him for a long time (to my knowledge), so it's high time he gets something new. That shield silhouette is killer. Definitely find some polygons to cover up his chest; I didn't do that,…
A few things. First, try to think of normals baking as two seperate processes. Projections, and shading behavior. It's a lot easier to see what your projections are doing with an object space bake so first bake an object space map. Load that into the model in a 3d program with no shading/lighting. The object space map…
(Posting for a colleague) Hi I'm contacting you because of a problem I'm encountering constantly during the use of Nezumi. I'm using it with photoshop CC and I'm really loving it, but as I work, at certain points, it just stops smoothing the lines so I get the default Photoshop lines. Nezumi is still on during this time,…
I haven't really used toolbag but is it possible to import valve-format animations to it? so users can simply extract the animations from root files and import them into toolbag. Many heroes have custom particle effects for some of their slots such as Anti-mage and Doom for their weapon slot. Perhaps an option for…
If thats true and its acceptable, then you have one crazy country. Its not like insurance where they can look for any excuse not to pay, it shouldnt be. If you do the work and have completed the work then you should get all payment that was agreed before you started the work. No matter what you did. Nothing you do, should…
Vahl: are you using max 6, 7, or 8? Unfortunately max has had some bad issues in all versions with the data it spits out for viewport rendering -- max8 seems to be ok with most issues (including mirroring uv's) but still has a few problems. Weiser: just start pulling apart the .fx files that come with max and reading…
By default, lightmass always flatten normal maps a bit. You can work around this by reducing the diffuse boost factor on lightmass settings. Default is 5.00 i think, I'm using something around 2.00 and my normal maps are more noticeable now. It's just a matter of tweaking those values until you are satisfied with the…