I was thrown for a loop this morning when I opened my latest 3D project to find Maya 2013 x64 displaying vertex and face component ID's for all polygons. Thinking that I must have activated a secret shortcut command in the previous late night modeling session, I turned component ID's off (Display > Polygons > Component ID…
Nintendo Revolution unveiled, apparently hot off the presses: http://www.1up.com/do/newsStory?cId=3140623 Apparently Nintendo is taking a bit of a different route. It's good to see that they're going to focus more on online play and all of that other stuff that seemed to hurt the Gamecube a bit, but they aren't putting…
Hi, I'm new at Blender, and the transition from 3ds Max it's being...challenging. I configured it and installed a couple of plugins that mimic the 3ds max functionality (BlenderMax and Maxivz Interactive Tools) but I'm facing a super annoying behavior. (I've asked on the Blender subreddit, but no one answered me a few days…
Hi All Having recently purchased a book by two of the guys from Panzar Studios (3DS Max 6 Animation With Character Studio 4 And Plug-ins), I came across htis snippet from the start of chapter 5 : In the latest version of character studio, Physique has more features than Skin, but they are more effective only on models with…
Sorry this may be a bit offtopic.. but i always wonder (even at the big model market places).. how could someone find a version of a model which do fit their needs? .. i mean there are different premises for games as for VFX and even in one of this categories there are differences.. and for what is such a thing as number…
I needed a script other day that would calculate normal maps intensity parameter from a target normal map example and match all the project normal maps to same intensity for more unified look . I asked Chat to hipass normal maps, extract high frequency details and measure each pixel normal deviation from vertical, find a…
Someone that's seen the source code of Unity should be able to tell (off the record of course, because of NDAs). You could also try asking the author of that Mega-Fiers plugin if they know better about the Unity internals. Based on this ( https://answers.unity.com/questions/1578678/performance-impact-of-blend-shapes.html…
@poopipe That is a great idea ! I did what you said and... the results were kind of interesting. I appears that I was wrong in my way to debug vertex colors. The precision is lost at import in Blender and UE4. Also from Blender to 3dsMax. But it appears 3dsMax to 3dsMax is the only way to keep the vertex color at full…
If this animated border can change in size (it might be animated, or it might appear on different occasions framing different pieces of text), then I would consider using procedural geometry -- a mesh that's created in programming. If you think of each round corner as a quarter-circle, all corners have the same geometry…
I remember someone on here made a DDS file that had different rainbow colors for every mip map level and it helped a lot in deciding what your general texture resolution should be by considering the average view-distance your model would be viewed from. Like Rurouni said though, a lot of the time LODs are used to cut…