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…
Couple things that i've been doing recently if you dont use quads in max you really should, the best thing to get over the hump is to delete like every default command in there so that you start with a blank slate. Then as you work throw in your most used commands, this will make sure that you know where everything is at…
Tulkamir, looks much better without the compression, I like both light rigs. There are two main factors when rendering that will cause the dreaded blurry texture in Maya. First I need to know if you are using Mentalray? If so open the place2d texture node in the hypershade and change the filtering from the default to mip…
Here's a quick copy and paste from the UDK forums concerning the AO: "Go to the content browser and type in the search bar -> UTPostProcess_Console This file contains the default post process chain. Open it and find the AmbientOcclusionEffect node. Select the node and the property window appears at the bottom. Now you can…