Dunno any tutorials off hand, sorry, but I can answer the multiple materials. Just select the faces you want to put a material on, then in the hypershade middle click and drag the material node you want to apply to them. You can put as many materials on one mesh as you'd like that way. [edit]Oh, and if you don't want your…
It's a bug in the 3.11.0, sorry... it selects the hxGrid map renderer by default(which is a distributed renderer that requires the agent.exe running on the cluster of computers + one running the coordinator.exe). It's solved in the 3.11.1 beta 1 and in the final 3.11.1 that i'm going to release in 2/3 days. To fix it…
No, I'll disagree with you that "almost half of the user base bought it used somewhere down the road". I played Dead Space. I didn't buy it new, I didn't buy it second hand, instead I rented it from Lovefilm. The Blockbuster video that I walk past at night is about 50% film and 50% games these days, so I suspect the rental…
Zergxes, that's a good idea, I'll try playing around with the smoothing groups. For the armpit area I need a series of edges within a smoothing group to make a distinct line though... now that I think about it, it might be better to break apart the verticies along the line. I believe this would work independent of the…
Cutting tends to mess with my edge loops so I hardly do it unless I know I will be making a clean cut. When I do use it I hardly have problems. I do only use edit poly not edit mesh. It seems to be most stable and do what I want in Edge Mode instead of poly or vertex. Normally when you get double verts from a cut you…
Hi! Could you share the parts displaying the issue (high, low, baked normal map)? A way to work around this could be to not have mirrored UVs along center line. Edit: To rule out this isn't an issue with import/application of the externally baked normal map in Painter, you could bake a normal map in Painter to check if…
I meant brachioradialis, not brachialis up there, my bad. I updated it. Regarding the skulls, I was actually talking about the mesh resolution. Should have made that clearer. It's not uncommon to give some areas more resolution (both mesh and texture) if it's clear they'll be seen from a closer distance or have more…
Hello everyone, I think this is the forum right section for something like this. I may have asked something like this before but I couldn't remember. I've got this texture that has a bunch of visual effects that I want to recreate as accurately as possible in 4k. I wanted to get some info because it looks like a handful of…
From that wiki link you just sent: "When the renderer (or game engine) renders your game model, the shader must use the same tangent basis as the normal map baker, otherwise you'll get incorrect lighting, especially across the seams between UV shells." Going to check if this is the issue... Edit: No, ticking off " Tangent…
An opportunities have come up so that i can be more than just an artist. I have been offered a technical writting position and I am thinking it's going to help me [edit]segue[edit] into my goals within my game artist career. The other opportunity is a project manager position I think I'm ready for, but my problem is…