Well, quite some time since I posited something here (more like never ever, I think).. Anyway, all my life I've been hearing how computer games are useless and how their whole production process is a total waste of resources, so to all those people (you know who you are): here is a an actual real-life practical use for an…
Hello there, Mountainwheel Games is a creative, innovative, and dedicated indie studio that creates fantastic games for audiences of all ages. We always value our fan's ideas and criticism. Dedication and quality is the key in our development and we guarantee that our games will not disappoint you. We are recruiting for an…
I don't have Substance installed right now and don't remember, but can you turn off texture filtering in the viewport? SeanWink: In addition to the great info you already got, turning off texture filtering can help you see what you are doing a bit better at lower resolutions and provides a crisper render as well. It's not…
You should probably find a way to share those references. mm tough for me but i will try. No variety in the windows, it looks like everyone pulled the shades down and that is it, though they also look like "blinds/curtains", i would like to see shadowing as if left open to view the street in the 'unlight room'. example img…
I'm (painfully) aware of the render vs baking aspect but I believe I'll be able to do something with xnormal in that respect. We're not in a position to change the engine since it's already public and in use on an awful lot of devices wth an awful lot of content so our only recourse is to make changes to the art pipeline.…
The reason you're seeing a black line on your UV's seam is similar to an issue game artists face caused by mip-mapping. With-in your viewport, your texture is being displayed at a smaller size than it actually is for greater performance. 3d modeling software typically have different settings for displaying texture sizes…
Hello everyone, I have a bit of an annoyance when animating, I can't see what happens when I move the body of a character with IK arms/legs. Basically what happens is that my bone hierarchy is not updated properly in the viewport when connected to an IK handle. If I key it and scroll the time slider it works, but not when…
I have been learning 3DS Max 2012 by following a tutorial and while following along the pieces I have worked on keep getting triangulated and I cant find out why. The triangulation sometimes happens only when I don't have the model selected in a mode (vertex, edge, etc..) and so i didn't worry about it too much as it seems…
Looks like you were sculpting at too high resolution, resulting in a lot of that lumpiness I'm seeing in places that don't get that lumpy. Specifically, the forehead is mostly bone under skin and facial muscles. Also show her at other angles as straight on front portrait views don't give us much to work with.
not that i know of. i think that it always has to be the up axis which is derived from the two other axis but somebody more tech saavy than me could say otherwise. if you are viewing the textures like ripped from some game the naming convention might provide a clue. edit: didn't see earthquakes response above. thats the…