supposedly it is scriptable and extensible via C++. And as part of Substance's wider eco-system it should be much more powerful. There was also talk about machine learning - which seems to target upcoming competitors like Artomatix.
thanks again for the help respawn but sadly It does not work yet: btw, I am trying to save as a .targa file. Tried a .tiff extension and it gave me an alpha but I lost the diffuse color/texture.
Do I see it right that the easiest way to explain whats going on with the ship's texturing and materials, is that its an extensive use of "decals", and tiling materials under them? Even this is how you have put the bolts??
Nick zuccarelo had a nice color wheel that he made on his blog http://nickzucc.blogspot.com/ I then used adobe configurator to make an extension but I found that I forget it and usually just use the sliders.
Whargoul, what sort of stuff? environment, character? and which universe? diablo, starcraft or warcraft? Motives... www.worldofwarcraft.com is pretty extensive. Or you could do an image search for warcraft III buildings to get a look at the architecture and such.
well what lacks on the textures is lighting consistency in my opinion, some have on the metal but the wood doesnt present it, some other have the Blurry lightning sindrom . ill write something more extensive later
I'm using MAYA 2008 Extension 2 In your viewport menu, under Shading, switch on Polygon Transparency Sorting, as opposed to Object Transparency Sorting, this will fix all your alpha problems. See Example : -
well used both, anyone that says one does better quality over the other, clear doesn't know the engine extensively. go for the one you know more, both give outstanding results on good hands.
I think i just got Triggered. JordanN: what do you mean it doesn't give you realtime feedback? Oglu: With a bit of extension pack magic, you can paint procedurally with mari too.
Still cant really decide on my composition, but I think the lighting is coming along nicely. With the deadline extension I am goanna try to get in some more vfx like dust particles and god rays :)