Hey guys! I have a problem here, well I'm able to create a standard gradient ramp shader, however I'm having a real issue with re-creating what's shown in the gif here, http://i.imgur.com/4qLMLwz.gif The problem I'm having is related to having the 2 Ramp textures overlap! Red channel is 1 greyscale texture and Green is the…
Hi, I guess and i hope that this is a nub question. I made 2 test renders fast with 1 sphere obj. One has 2 uv islands and one has no uvs assigned. With applied shader the one with the uvs applied got a totaly other reflection/shading outcome because, the shader splits with the uv island seams. This shader is for a…
Sup gents, Im not to sure if this is the right place to put this but anyways.. i have this problem when i try and insert my images and HTML docs into a server in Dreamweaver and this is the error i get: "Started: 7/5/2010 2:05 AM /English - error occurred - Unable to create remote folder /English. Access denied. The file…
Hi ! Concept artist freelance to hire ! I have been an active concept designer in the gaming industry since 1999. Born in France, i now live in Montreal canada. I have contributed to the development of several AAA released games: Splinter cell 2, Ghost recon 2 for Ubisoft paris ; Then i moved to Canada to work on Splinter…
Year 2024 I ran into this problem as well. The problem: 1. Obvious seams when Raytracing turned on while SSS applied. 2. I didn't use any UDIM scheme. My character is splitted into two meshes, one for head and one for body, each has its own single tile UV. 3. The seam appeared where the head joins the body. The solution:…
We who are about to Die has officially gone out of alpha and into beta. (aka alpha 1.0 or beta 0.0) This makes the exhausted game-dev happy. I split development into 4 major cycles/updates, 2 for alpha. 2 for beta. Now 2 are totally done and already parts of update 3! I would say the game is about 65% done. Now comes a big…
It is possible but you usually only need that when you use light mapping. Its called uv channels. For light mapping, they use a second uv channel that is fully uniquely laid out, meaning that there isn't any overlapping uvs, so no lighting will bake on top of other faces. Let put your images from the post into an example.…
Heya! so looking at the paintover i decided to do one as well. I think there are plenty of creepy blue tinted scenarios in sci fi, i think that is why i appreciate dead space 2 and mass effect 2 use of color to accentuate things... dead space 2 specially really has flickering lights and fogs in that color that really make…
why on earth do you want to maintain 2 uv channels? why not use 1 layout for both models. converting maps from 1 to another is possible and it reduced the complexity of what you are trying to do. Anywho! You can Copy and Paste UV's in max just fine, providing you haven't changed your vertex indexes. Import the OBJ(as an…