Use Tool: Polygroup: AutoGroups to see if they are actually fused together, or if the ends are just mashed together. The only reason they should be fused if if they were imported with no caps and the merge button was on (this is off and buried by default), or if you used dynamesh at some point (but if that were the case…
I never had good results with the AO trick since I don't see how it will it net you proper curvature highlights on exposed edges. I always bake curvature in xNormal (using gray background/monochrome mode, which are not default xNormal settings for that map), and I'm pretty satisfied with results that way.
I use 3ds Max 2013 and mentalray. High resolution would only take longer so I render to 1280x720 pixels. Everything else is pretty much at default. I use several lights in the scene. Wish I could be more specific but I don't know much about render terminology.
It's an achievement reward type of thing, like kill 6 units with a particular weapon for example to unlock a sigil or avatar portrait. All the "missions" are listed in one of your profile tabs. Just having the CE auto unlocks some stuff. I think you right click your portrait or default sigil to change.
Normal maps by default only store lengths of 1 unit. So they're fundamentally different. I t You're throwing away detail which is needed for vector displacement. And a height map has no direction other than straight up (or out). You need to use a source with volumevolumetric information... a 3D model.
1. make sure you have the correct material applied "apply selected materail" to the hair. 2. when you made a material you need to have something in the normal slot. By default they give you flatNorm.tga try putting that in the normal slot, create a new material. give that a try and let me know
I see. And if the multiple drawing of the pixels due to many transparent layers is the problem, I don't think any method would work. But depth peeling seems like an acceptable workaround for this problem. Would you happen to know if there is any way to implement this in Unity ? I know the default shaders don't have such…
Using GPU baking with xnormal will decrease the render times *dramatically*. Bakes that used to take upwards of an hour happen in under a minute. Just change the renderer dropdown from "Default Bucket renderer" to "Optix/CUDA Renderer (alpha/experimental". I can't remember if I had to change any options in the plugin…
Definitely agree that the command center should be textured/lit/presented. Could possibly be your strongest piece next to your Sony piece. Digging the website. As default though, would have your favorite and most polished asset already loaded on the front page. Should wow your audience the second the site loads.
Hmmm, I didn't touch any options which change the default column width of zBrush (I don't even know if it's possible). Currently my screen resolution is 1680*1050. Screenshot (Not P2, but same resolution) : http://www.froyok.fr/archives/uplo/001/1343412254-ZBrush_2012-07-27_20-02-55.jpg