If your learning I would not worry about if it is a good model. Just go through the process and get all the learnings you can. What maps to use? What do you need to make it look awesome? Those 3 maps already give you enough to make it look cool. Is it for rendering, game engine? It is better to make 100 models, learning on…
So yeah this is pretty cool, a couple things that bother me though: 1. The lack of support for creases is kinda ruining it for me, as I use them alot. It should at least keep the creases from my original surface, and ideally it should have options to add creases to the relevant edges (the surface's border and the other…
I think I figured it out - I forgot to actually go into the "Plankor1" material and enable "Show shaded material in viewport" and "Assign material to selection". As you can see, I now have "Plankor1" material assigned to and showed in viewport in the slot for ID 23. This assigns it to ID 23 in the Unwrap UVW modifier, and…
Hello, Instruction count is irrelevant for a landscape material as cost varies depending on how many layers you have painted on each individual landscape component so it's mostly shader complexity view that matters and what impacts that the most is the number of textures used for each landscape layer so we just channel…
this article made me want to download the trial. so i did. I then went thru the whole tutorial thing. thought it was cool. then i did my first agent mission outside of the tutorial. it was called "unathorized military pressence" where I had to find a transport ship and take the dudes on it. I warped to the location, it…
Yeah the original GP32 was relativly expensive at launch (and even sucked back then without all that homebrew software that is available now), but the new successor will be a lot cheaper at launch (and the most well known GP32 developers got a free developing device before the official launch in late october, to start…
technically easy is just moving/scaling.. texture coordinates. But they will be applied to all vertices. Ie the whole head uv layout is moved around in the texture. Just doing for "some" would be more messy. what I would do is create a uv-layout with only the customizations (like the topleft image) and generate this…
Awesome! Thank you! I had also work with a specular set to 1... don't know why I had it messed with there. >.> <.< But that was pretty much what I was looking for. I was even starting to stumble across it myself. Because I noticed in Marmoset it also controls the reflection blurriness. At a gloss of 1 and gloss value of…
Here's one I made for this awhile back. You could easily adapt this for V offsetting too.macroScript OffsetU category:"Eric Chadwick" tooltip:"UVW Offset U+1 (Shift = -1)" buttonText:"OffsetU" ( if classof (modPanel.getCurrentObject()) == Unwrap_UVW then ( if keyboard.shiftpressed do (…