Hey nice work man, here's some things you could do if you'd like to help step it up a notch. -I think you made the right choice for your opening piece, the sneak cycle is one of the stronger pieces on your reel IMO -the run cycle is very weak, it looks like it's not sure if it wants to be a walk or a run. I'd look for some…
Second environment artist here, my job is to create the Research and development wing of the space station. I have tasked myself with creating multiple unique rooms within the area, with a satellite in the middle, that is being built. For the first couple of days, I wanted to lock down the centrepiece of the room - a…
[ QUOTE ] The biggest thing that bugs me about playing the game, is people WITHOUT VoiP! God damnit, these people piss me off. It's 2005 for christ sake, buy a $10 mic! Almost every new game coming out has VoiP, so USE IT. Communication is a KEY element in winning every single time. [/ QUOTE ] I am one of those guys that…
I'm sure it could be done with a material that takes in vertex color as an input. You could split the vertex color channels and feed them into seperate layers of a layered shader. Then toggling on/off the layers would let you see each channel.
We are working on a layered material solution that should effectively cover a wide spectrum of applications, from a simple layered terrain texture setup, to layered micro-detail maps for skin materials. The exact implementation details are still a bit up in the air.
than i would do a sculpt layer... and use the mask brush to get the original back... or import the subdivided original plane as layer and mask the areas out i dont want to be affected... or do the snappng in maya and import that back as layer...
Hard Surface Height requires NDO layers to convert. Height in this mode is dependent upon the z-factor in each NDO layer, as this determines the height of the conversion it generates. Without NDO layers you'll need to use the standard height conversion instead.
Create a new character studio layer, Motion Panel->Layers rollout, then select the bip01 and rotate it 180 degrees. After that you can either collapse the layer and "bake" down the animation or just leave it. That should hopefully fix your problem.
To use Photoshop to save to PNG with alpha, you need to use a Layer Mask, or remove pixels from a layer. Anyhow the transparency has to be in the Layer, not in the Alpha channel, for the PNG to store it properly.
there is also the layer system, you can use the number keys or select a layer from the bottom toolbar, and use hte m key to change what layer the currently selected objects are on.