Vertex blending would probably be better, performance-wise, because alpha blending is fairly slow to render. But the default Unity shaders don't support the kind of vertex color blending that would work well here. Here's an example http://www.polycount.com/forum/showpost.php?p=1924774&postcount=24 More here…
I had problems using Max 2012's standard viewport lighting. Maybe you have the same problem too. If your are also using max 2012 try this: click the [+] on the top left corner of the viewport -> Configure -> Lighting and Shadows -> Use default light and switch from 2 lights to 1 light.. maybe this helps
Ok figured out what the problem was. If anyone is using the legacy frame mode, the no delay mode (0.00) is too fast to process so it just defaults it to 0.1secs. After playing around I found that 0.06 - 0.07 seem to save to the gif and offer that same no delay timing. Hope this helps anybody running into the same problem.
I'm going to take a guess and say its something like the green channel needing to be inverted... I think the xNormal default is the same as UDK which is the same as 3dsmax, and in order for it to work in Maya the green channel has to be flipped? But that's a wild stab in the dark. I don't bake all that much with xNormal…
i dont have marmoset but probably to avoid all the issues that come from implementing video and let the user compose their own stuff instead. you can do it in after effects or premiere easily by importing it as a sequence or by setting the default image duration to the video framerate. i think photoshop or at least…
That's the second time you said that, I don't think you really understand what I'm talking about. Of coarse I have a problem with you, you're default response to any argument is to call someone an idiot or something to that fact. How about we just drop this whole conversation and just return to the discussion of the game?
Ah Paint Effects.. so old but still good :) It looks, like there is some transparency issue in the shader you got from the PFX to Poly conversion. By default, PFX has its own built in shaders (in fact an own rendering engine inside the old maya renderer) that get converted roughly to normal surface shaders on conversion.
hey thanks! I have lowered the depth of field in zbrush during the render so its almost no perspective since i was working on a super large canvas, it was difficult to get a right feel of the proportions than from the default Zbrush settings. Il consider your feedback about the face and body, I will definetly go back on…
Yeah that is an annoying thing with sliders in Maya. The thing is, it's hard to set a default cap value, cause everyone uses a different size or unit settings in Maya. As a workaround, what you can do is switch to a different node/tab than switch back and maya will re calibrate the ceiling to your current settings. Or at…
No, you're just using the right settings. The worst I've seen is some circular patterns on the new mesh, but projecting the old mesh on top seems to fix it. It's not flawless, but a bit of cleanup with the projection brush makes all the difference. Messing with the unified mesh desity and the polish number can give vastly…