Yep, that's the one. There are probably some sample files of built rigs or just the final skeleton and mesh, that would make good reference. I would copy the orientation and rotation order from the default, even for something like FPS hands. If the model could conceivably share animations with the default rig they require…
There are a lot of interesting points on this subject! I have been telling myself forever now... Once I get some free time I am going to learn how to make scripts. I looked into the context sensitive hotkeys and it sounds truly amazing, but a bit over my head scripting-wise atm. I can't help but disagreeing a bit on the…
Micky: In max, by default if you're using a cage, your cage should be "averaged" or "welded", unless you have a really old version of max, or your edges are actually split instead of just using hard edges(smoothing groups). To get unwelded results you have to go into the bake options and click "use offset" this will use…
I made my own custom brushes that I'm using for some time now to quickly sculpt in Zbrush. Mainly for using the Sculptris Pro feature but also for the default sculpting. I made them now available for free here: https://gumroad.com/l/NTPi Those are mostly more clean and flowy Clay Buildup like brushes and really sharp…
A trimsheet can be as complex as you want it to be. You could use a tiling default concrete texture on UV set 1 und have wear or other things for Edges on UV set 2. Or use decals to do that.
So as the title indicates I am having a texture rendering problem. I am working on a scene and I wanted to use a default material, so I applied all the textures I had created to a default material and then applied them to my models. When I did so they appeared extremely white washed and thought that was strange because…
Okay, I think I understand better now. For instance, say we have a car with windshields just like any other car, and we decide to bake the car's AO as is without consideration to remove them from the baking process. Naturally, they will contribute to AO baking process and depending on the AO's baking settings (i.e. here)…
Paintstorm Studio, on 03 Apr 2015 - 6:29 PM, said:version 1.27 is avalible changelog: VERSION 1.27 (03.04.2015) 1) Fast brush resize tool (drag and resize) (Default hotkey "Ctrl+Alt") 2) Show brush cursor Option added (Menu->Options) (You can hide arrow-cursor if you want) 3) New buttons at Navigator panel: "reset…
Tangent baking issues are never obsolete :) But, 3dsMax has 3 different tangent spaces you can choose in the prefs to decide which one to use in the viewport. I tend to use the Maya one because it gives me better results and I like to use Turtle or Beast for baking the maps. I think the legacy tangents are the default…
I messed around a bit with example1.frag and I think I've got what you're looking for working. //provides FragmentState
#include "../state.frag" //provides misc params like 'uCustomTime'
#include "../other/customExtras.sh" uniform vec3 uColor; //color name "Color" default 1.0, 0.35, 0.2
uniform float uSpeed; //name "Speed"…