Okay Oniram, here ya go. Huge image warning, guys. On this pistol the slide is steel with a polymerized surface treatment (kind of like tennifer), while the frame is injection molded polymer. There's distinct spec behavior differences between the two, so I tried to capture enough to show how the spec behaves on each and…
Hi, My all scenes that I made ever in Marmoset Toolbag 2 looks different in Marmoset 3. The most problem is I do not see any SSS on the face, I tried change the shader's settings, but not match difference result. If I change the "Translucency" slider no any effect on shader in Marmoset 3. By the way I see new sss shader…
Hey, Sephez. Jolly god work so far. Riddlaz advices were spot so I just thought I'd add a bit on top i'm sorry the overapint is so clumsy but I tried to be reaaal fast. 1.Because plants come in all forms and sizes, the benches are your size reference in this scene. And for me it felt a bit lost by those huge yellow leaves.…
The first thing I'd try is to reload the textures and see if that works. I have doubts though, since maya isn't recognizing the path of the current scene to handle how the file node paths to the texture file, which is why you're in this predicament to begin with. But I can't think of a way to force maya to say "oh yeah…
Better. One more thing I forgot to mention about stationary lights. By default, they use distance field shadows. You can notice that by looking at the inside of the pet carrier box. The shadow of the grid has that weird beveled look. To fix that, select the light source, and search for "use area shadows for stationary…
iv got one of my old machines set up at home with xbmc for media streaming around the house and got the drives shared for manual backup. I looked in to automated backing up to the server for a bit but most of it seemed more effort than what i needed it for. Its only me and the gf using it so its easy to manage the…
It's probably large meshes, divided up along grid lines. Just regular polygons, modeled and textured in Max or Maya or XSI or whatever. Probably two UV sets... one from the top for most of the terrain, and another projected sideways for cliffs (probably a hand-tweaked projection for each ribbon of cliff, spline UVs). I bet…
In that case, Photoshop can display colours in a different way than Unreal depending on your Colour Management settings. What you can do is go to Edit -> Colour Settings, and in "Working Spaces," select the "Monitor RGB" option in the RGB field. This turns off the Photoshop colour management and the colours that you pick…
My current master is 122 instructions I believe. I have most of the tree set up so I can configure everything on the fly. I do have some Booleans for certain things like bump offset in case I don't need it that drops the instructions down a bit. I figured I could use essentially 3 wall textures and a mix map and get more…
Wow! Thanks for the great advice! I'm using Unity 4 with marmoset shaders. I'm also using Maya to model/uv/mesh preview (which, btw, without the proper transparency settings in maya, transparency modeling can be a real pain!) Things that helped were: set viewport 2.0 to depth peeling and set the quality to 1, and also…