I understand the removal of shadows, using color range and to some extent content aware fill. What if your image is not from something you shot, rather you downloaded and you must remove the highlights ? I've attached my removal of not only shadows but highlights for this texture.
Support loops help keep subdivisions in check to some extent but will not do anything in this situation. The only way I can think of combating this, is to just not use subDs for pieces like this. It is very frustrating but I just can't find another way. If you have a suggestion I would love to hear it
I'm having a bit of a problem with Melody. When I try to load a reference model in the 3ds format it crashes. Also is there a zoom extents command? My meshes seem to be bigger than the window. Also what is the default up axis in this program? I've been looking through the documentation and couldn't find any of these…
Wow! Looks like it was actually published: http://www.allgamesbeta.com/2015/03/deus-ex-universe-hair-rendering-slides.html http://www.neogaf.com/forum/showthread.php?t=1011736 Download PDF: https://www.scribd.com/document_downloads/258961012?extension=pdf&from=embed&source=embed
Hi Polycount! Is it possible to Flatten UVs in Maya like Flatten Mapping in max? Maybe with a plug-in, extension or something like that? I really like the Iron in TexTools, but i dont want to work with max. Would be nice when there is a solution, i know i must push my skills, too ;) Here is the Problemmesh:
Poop your suggestion seems to work, but only to a small extent and I don't know why. I made an image to further explain... I maxed out the threshold and it still doesn't affect all UV vertex groups, but only the three to the left in this case... weird!
As someone that has used both GIMP and Blender extensively, I must say that Blender is functionally much closer to its commercial competitors than GIMP is to Photoshop. So don't let your experience with GIMP scare you away from giving Blender a shot.
So.. let me get this straight.. The studio that made a game raked in over $200million last fall is deemed expendable? http://ca.ign.com/articles/2016/01/02/disney-infinity-now-most-popular-toys-to-life-series-thanks-to-star-wars-2
It's cool that they would do this. However, I really don't see myself using Source extensively unless they tighten up the model importing. There are some amazing things you can do with the Source engine. But the hurdles you have to go through to get models into it are insane.
Here are few other free options: http://www.smart-page.net/smartnormal/ http://www.tartiflop.com/disp2norm/ Be sure to set Displacement Direction to Z http://normalmapgenerator.yolasite.com/ Not a generator, but a combiner: http://www.planetinaction.com/software/ncombiner.htm There also appears to be a normal map extension…