You were right daz and mop, I was being unfair laying the blame on zb3 like that. Turns out it was my settings (Unify has to be turned off when importing). You win this round pixologic, but ill get you next time! As for obj sizes, they're actualy considerably smaller. I took a mesh made up of 38912 polys and exported it…
Ok, not sure what could be causing it, but ever since I got my other pc its had hell with photoshop and cursor lag. I'm running cs2 on a vista ran intel 2.4g , 3gig ram with an nvidia 8600 gt. I only really happens after I try to move the canvas around in the maximize view, so zooming in and moving around doesn't work too…
You'll have to be more specific about what it is you don't like about the Toolbag 2 shot vs the 3Do shot for anyone to help. To my eyes the TB2 shot looks better, the 3Do shot appears to have some weird fresnel going on, and it looks like a big part of the difference in the different lighting/ibl content. Now, that's not…
Haven't upgraded to TB3 yet, but is this available there or by some means in TB2? I'm working on hair with geo cards, which in my 3D app are attached to curved for easier tweaking. If I import to TB2, I'd have to set each individual hair card to disable back face culling. I could just group all geo and export as one…
Is it still possible to create full volumetric lights like in the SB2? I've applied both a light-shape texture and a material from the lightbeams folder to the light, yet the actual volumetric effect isn't visable. Heres how i used to do it in SB2: http://www.crymod.com/wiki/index.php/How_To_Create_Light_Beams EDIT: I…
Hey jogshy! I'm using xnormal to bake my diff,ao etc map for the usage in cry engine2. But if I want to use normal maps in ce2 without having seams in the normal map where the uv seams are, I need to use a feature from the 3dsmax RTT. It's called output as normal bump and is a checkbox at the pretty much end of the render…
Thanks Tom, your crits have been super helpful....sorry I have to show the bellybutton :D Low poly'd the head and cap so that I could have a play in TB2...early doors yet, but I think that its going in the right direction...I cant get transparency to work, and I'm learning the tricks of the new skin shader as I go, but its…
Hey, that looks like a weird one Ive tested it briefly on CS2 and everything seemed to work, so Im not sure whats going on. When you say youve tried to run CombineNormals.exe, you mean CombineNormals_86.exe right? (Located here: C: \Program Files (x86)\Adobe\Adobe Photoshop CS2\Presets\Scripts). Although I dont think…
Yeah the tangent space in TB1 doesn't match max either, so you'll see errors smoothing errors there too. In TB2 we support Max, Maya and Xnormal (mikktspace) tangent spaces though, which makes it easier to get accurate normal map bakes. You can try the free trial if you're curious to see if the issue goes away when using…
Been in the beta for a long time, it feels to me as they have combined the worst points of both BC2 and MW2 into a single experience which is just awful. Sorry the frostbite engine is horrid for bullet prediction, either that or they designed it like that. There is occasions where I round a corner and shoot someone and we…