Assuming you pulled the specular value from the slider, not the color picker, that is working as expected. The specular slider is in linear space, while specular textures load as sRGB(gamma space) by default. If you enter your value with the color input and then copy the hex value, that should match up as both the color…
Typically I just got into my blending options of my overlay and disable the blue channel. Usually turns out fine. I know there's another method of using a 255,255,128 color overlay set to linear burn, with the layer set to linear light at 50% fill (this is nDo2's overlay process), but that takes a bit longer for me to do…
Well, honestly stalker only had the illusion of being open, you had a pretty linear story path with cool levels, and then a bunch of random/boring-ish sub-plot grind type scenarios like finding a dogs tail or findinng a random anomoly that was just filler... So if being more linear means there is more "real" gameplay, that…
Hi Tom, can you post some images of the problem? Generally, normal maps will display brighter in TB2 than they do in photoshop as they are loaded in linear space. Its very important for normal maps to be in linear space (sRGB off) to work correctly. How does the normal map look when applied to the model? Currently we do…
Last time I looked there was no available max plugin to approximate non-linear skinning in the viewport. Biped on it's own won't be enough to give you a non-collapsing sweetie-wrapper effect, but you can avoid that by adding more bones in series in the limbs. Non-linear skinning is more expensive at runtime, however you…
Hey guys i been working in maya snd im making these hanging wires in my scene by using Surface curves. I then extrude (the curve is linear) and make adjusments.then i rebuild the curve into a cubic curve.i make adjustments.then i turn the curve back into linear curve with more spans .then some of my normal face turn inside…
FYI: lerp(A,B, C) is basically A * (1-C) + B * C (which is pretty much alpha blending made into a function, where the background is A, the texture is B and its alpha is C) a more advanced version is smoothstep(), which gives a non-linear interpolation (lerp sands for linear interpolation) where the slope at 0 and 1 is 0:…
The path deform modifier deforms the mesh, so you'll have to export it in form of a vertex animation / point cache, which is why you need Alembic. You could try a Morpher perhaps if the transition between open and closed is linear (but then you probably wouldn't need a path deform). If you want a collapsable animation…
Hi I need someone who can rig and animate an iguana in the next few days. This is for a kids tv show. I already have the model and the scene that the model needs to fit into. - 2-3 second linear walk cycle [slow] - 2-3 second linear walk cycle [fast] FBX format will probably be best. Before doing any work we will test the…
So the specific channel options are mostly for texture packing. Lets say you are using Substance Painter with the UE4 export option for the textures. Here's how the textures need to be setup Texture Colorspace Material Channel Base ColorsRGBBase ColorNormalNormal (Linear)NormalOcclusionRoughnessMetallic (Blue…