Hey guys, I'm trying to fake a void/hole in my personal project. I have a negative height value, full roughness value and pure black. However I am confused about whether to give it a 0 or 1 for the metallic value. My intuition is to naturally give it a non-metallic value as there is nothing metallic about it, however to me…
Is there anyway to apply one material to the object in one view-port and a different material in a different view-port? or have x-ray mode only effect specific meshes? what I'm trying to do: In persp mode I want the mesh to have a normal lambert so I can see the model easily for modelling, but in my side view-port I want…
lololol I used to be a narcissist.. thought it would help me get girls.. then I realise you just have to be fat bald and loaded .. well two out of three aint bad..
I also can't answer for directly in max but you could bake that to a flat plane and then just apply it as a tiling texture. You'll get more non-destructive iterative power that way too.
Derp Derp Double post!. I've started on work on the texture, I really need to get the model into the Editor before I do anymore work on it, so I'm going to focus on that now.
Congratulations man! I hope all goes well! I'm working on getting myself out there as well, still no job. I wouldn't mind hearing about the whole experience. Keep on rock'n.
Brad, Good luck at blizzard man. I am sad I didn't get a chance to stomp your ass in Magic The Gathering. Someday we shall meet again on the field of battle.
So, I'm creating a Dragon Knight set. It's been a long time coming, but I'm making headway. I've recently started a new technique on painting textures, which is definitely a weak spot for me in the overall process of things. I'm showing what I have so far in hopes that maybe I could get a few pointers or advice on what I'm…
The idea is to make a UT2007 map with these, so the engine is UE3. I am currently testing them in RoboBlitz and getting a good idea of what I want to do with lighting. AdamBrome: I will try to fix that. and two more: the top one tiles in all directions, and the bottom one tiles into the top.