i hope that's not the final camo? cuz, honestly speaking, it doesn't seem very realistic at the moment. kinda cartoonish really. but the model is graet work. love the detail u got into it! in fact, i wanted to ask... is this low poly w/normals map or high? dunno if u mentioned that anywhere. peace
i had hard times finding resume. I guess it's not there, cause i failed finding it eventually. The major issue as to me lighting (too monotone and mostly b&w) and actual textures. Too much specularity and they alos look sort of "muddy". Hi-res looks cool to me though ;)
turning on backface culling doesn't work for me. i thought this was always a prob w/alpha sorting in max, and was wondering if it was ever solved. i can try your quick and dirty way Sage...things may get little bit nasty tho. thanks for chimin in guys. anyone else?
Eep, I think I might just have an easier time animating w/o bones. I'm only adding a couple animations, and I found it's not too difficult to just animate the vertexes. I can get the model to export, but I guesss it wouldn't hurt to look at your tutorial.
Vig yeah I used them, in fact I got the whole bloody website saved on my computer lol .They got some nice hires pics of cool looking figures. But the design of the toy is a bit different, bulkier overall and some things missing from the suit. Thanks for the pics I saved them all (those b&w photos are super cool I guess…
Now keep in mind that I'm severely occupied being sick (getting better) and working w @Fansub on something bigger, and having great responsibilities and this and that so I may not be as active as before at peak here, that's also one of the reason I made C+ free too... anyway I beg your forgiveness
Next update will add a coverage feature to the cliff shader By taking a top-down screenshot of your terrain and pasting it into an image editor, you can paint a B/W mask of where the coverage effect should show. This mask bitmap can be assigned in the scene's CliffAppearance script, which will apply it to all rocks.
Yup, same here. Your links look like this: https://dl-web.dropbox.com/get/Public/Thumbnails.jpg?_subject_uid=36205410&w=AABuAmXm6NYVVkcFkiY2pFhTJdioxIrpxNbTjm018JoPUw Try right clicking your file in Dropbox and selecting "Share Dropbox link", "Copy public link" or Share --> Get link. It should begin with…
This formula might be useful. Not sure if it's more efficient. max(abs(x-y)*-z+1,0) x being your texture y being your desired b/w value to mask z being the steepness you want the peak to have Just shift around the y value to your desire.
1. just place a b/w image in the alpha channel of your textureand save it as 32bit tga o_O in the material you have a texturenode and 5 outputs, RGB, R, G, B and A so the last one is the alpha 2. you can plug a texture coordinate node into the uvs of your texture