Hey all, does anyone know what happened to the 3dm3 website. They featured speed modeling contests and a well rounded site for the 3d community http://www.3dm3.com/ Every time I try to go to the site, it brings up a web server default page. It looks like they either moved or just went belly up. Google search is not…
Id like to start learning more about UVW unwrapping and texturing. Im most familiar with 3D Max but I keep hearing these rumors of tools that make the unwrapping process easier such as Blender. I just dont want to start using the default unwrapping process not knowing theres a smarter/easier tool out there "compatible"…
not experienced at all in this software, i'm wondering if it's somehow possible to control transparency with an alpha texture? there's no obvious way to do it, i got the tip to replace the default material with a lighted shader and do some voodoo but that didn't work out either. heck, i know this tool has been used for…
I'm not sure what I did but the attribute editor for materials was changed somehow and every attribute available for materials is being displayed under the material type instead of separating them out into categories such as "common material attributes". I've provided a screenshot. I deleted the preferences folder, I went…
ok first: your uvs are totally awful I bet it's some kind of auto-unwrap that you didn't touched once - at least it looks like that. And 2nd you can check under the brush setting the "Alignment". The default is tangent, wrap and should be the usually preferred setting.…
Lightroom utilizes two color profiles, the develop module uses ProPhoto RGB while everything else uses Adobe RGB, you can read more here which is probably why it looks a bit weird since Lightroom uses a default profile while you might be using a custom profile for the rest of the softwares.
So minor update here, I decided to approach the building via modular pieces. I completely remodeled and set dressed a bit in unreal. Let me know what you all think! The meshes with the default shader are the plywood/wood boards (assuming some of the owners of the stores boarded up before leaving, or staying for the…
You can bake normals just like you would for any other engine, like Unity or UDK. CE3 has it's own tangent basis, but it's fairly close to xNormals default. You can get a plugin for xNormal that uses CryEngine tangent basis. You can also use the Polybump app. Hope this helps.
But my point is that this does not look like a dragon or something a Dragon Knight would wear. It looks like some mythical spirit or demon from an Asian culture. Look at the image where I outlined line flow again and you'll see how different the line flow from your designs is from the default DK.
probably quite straightforward to do. you can script it, as long as the delta between the lods verts is not too crazy you will do ok with a closest vert lookup and copy the value over. have you tried projection modifier and project vertex alpha from the good lod to the other one? (it's the last rollout in projection…