I'm working on the fifth draft, basically polishing everything meticulously until I wanna cry. My process of editing is quite odd and I guess slow? At least with my own work. I write and rewrite it word by word to make sure it flows and I have no grammar issues. I repeat this until I'm happy. Well, not really happy but…
holy hot damn! so much has been improved since last they showed this tech to the public. particularly the sking, like Entity mentioned. im just wondering if this is all in-game engine! another thing i'm thinking: if the insects have so much detail, are all but modern engines gonna slow to a crawl? lol jk. looking good! now…
raw shows what would be reflected , level shows where and how much would be reflected and output is both combined. so if theres nothing to be reflected like an environment map in the reflection color slot the raw pass wont show anything. and since the output is raw * level it wont show anything as well. Reflections: Raw…
Maybe it's not that pointless, I need it not to save output textures . Rather for data flow through fx nodes. And probably through the other parts of a substance graph. Perhaps they could work quicker that way. My typical substance is slow like hell and a torture to tweak for something really new . And I believe 16 mil of…
Hey I was wondering if anyone knew if it was possible or if there is a way to get a Maya Shaded view (like texture mode, flat grey mode) to just not have the wireframe show on a selected item? Or possibly a toggle to turn that off? When placing objects around such as grass or small rocks having the wireframe on when…
This has probably been discussed a number of times in the past, but the terms are a bit too general to actually find anything with the search (over 1000 results). Anyway, I've started work on the low poly version of my Dominance War character and am having a great deal of difficulty building a low poly mesh around it. I've…
If you make a texture for your emissive (glow) map, use black for anywhere you don't want to glow, and colours/bright areas for glowing spots. Then put this texture into the Self Illumination slot, and check the "color" checkbox next to it. This should enable the glow map properly for rendering. To view it in real-time as…
Thanks Kitteh, I'm digging up for ref for leaf springs now. And yes Alberto, I'm going slow. :) Over the last week I decided to break this down a bit more. This is my first true high>low poly bake beyond simple props like doors and mattresses, so I decided to start with the tires and get those finished first with a 512x512…
Hello, I have an issue where a bunch of objects from my character have hard seams showing when baking and also on the 2D texture viewer: I've tried multiple things already, such as clearing all of the seams, clearing hard edges, using one smoothing group and unifying normals etc but to no avail. Anybody have any idea on…
Ok, been trying to work on some stuff at home and add higher poly to normal poly workflow into my work.. anyhow.. creating a garbage can lid I'm continuing to have issues. Can anyone show me wtf I'm doing wrong? I've done it several ways and I continue to have major issues with my normal not showing correctly on my…