[ QUOTE ] i do not see the white / black buttons tho maybe they thought they were not utilized as much as they should have [/ QUOTE ] The white and black buttons have moved to the shoulders. The triggers are in the same place. Kinda like the GameCube's Z button, only on both sides. I think the X logo in the middle is a…
small update so i dont lose track just been farking around with the diffuse and specular, seeing if i can get a nice effect with the forearms first also still working on the high poly in Z, ill fix up those hands and beef up the thighs a little like you guys suggested
renderhjs, when I run your script with open edges (by selecting edges and splitting them) it works much better than if I create UV seams within the Unwrap UVW modifier, not sure why... thanks again for giving these tools for us to use. Textools has really sped up my workflow. -z
Ooh, interesting. I've never used the Ribbon in Office, but I was always interested in it. And I'm especially interested in your mention of supporting lmb/mmb/rmb... does this mean you could initiate different actions per mouse-button, like say: flatten x, y or z, depending on which one button you used?
Facade Statue Hi Peeps, I want to share my recent personal work,It's basically inspired by the Ajanta caves of India. Complete model is sculpted in Z Brush. Suggestions are always more than welcome! Hope you guys like it!!! https://www.instagram.com/theartofgagandeepwason/?hl=en…
http://4.bp.blogspot.com/_Qnu9ioXSMfg/TPPpSe0M9XI/AAAAAAAAAXg/SBvq8jH_HTw/s1600/poor+snowy+tree.jpg As u see is a heavily snow covered tree so yo nit just use the texture wotg white spray or a shader how would u go for it ? Model in z brush ? But then how to keep the texture needles etc?
Always disappointed in something. Focus on the small, manageable successes: Today I made an 'x'. This week those things came together to make a 'y'. This month I've finished 'z' because 'x' and 'y' worked. When you focus on smaller, attainable goals. The mountains move them-selves.
Really? I usually stack uv in Maya before export and I never had a problem with z fighting like when you overlap meshes inside an engine. Do you mean lightmaps errors? Because nowadays I use only dynamic lighting with gi be it in marmoset or ue4.
but is it really so hard for them to go: "okay so 3ds max, maya, and softimage now use (x*y+z=t)" as their tangent calculation, and keep it that way forever? i mean... why would the tangent basis change with every new edition of max? that makes no sense at all!
This is the walls in high res, i have scaled the x and z axis as i thought the original room was slightly too big. my plan is to work on some procedural texturing for the floor next. If anyone has any thoughts still on the composition, scale, assets etc then it would be much appreciated.