I didn't know what unsigned vs. signed means, so I asked one of the programmers here. Here's how he explained it to me. I added emphasis to highlight the meat of the issue... "Actually, we do use signed textures for normal maps, although we dont support loading them at the moment. The unsigned normal maps are converted.…
Ok an N-pole shading error - (a vertex where 5 or more edges meet) which forces Blender to average face normals across different angles, causing dark spots or "pinching" artifacts when using smooth shading. And here's a few options that may resolve the problem 1. To fix the Normals and Smoothing often, shading artifacts…
No worries, it's not always easy to understand how they work. Normal maps are the angle a surface is on, so you can work out the normal using the height but the normal doesn't include the height. It's not so much the blur, it's more the gradient. Blurring makes a gradient, but any gradient will do. If you remember from…
Hello. As the title say how can I place different animations into just 1 time line? If I have 1 walk, 1 run, 1 jump all from frame 1 to frame 24 in different files and I need lets say walk from frame 1 to 24 and run from frame 31 to 54 and jump from frame 61 to 84.....is it possible to do without going through a nightmare…
fn sortByMaterial =(--Sorts through the (now sorted) master material array and matches objects from the MSO array to the value -- If a match is found then the object is placed into a new temporary array -- The object is removed from the MSO array so that duplicates are not placed into the new temp array -- The MSO array is…
Max can display cubemaps in the viewport if you use the DDS cubemap format, and you use a DirectX shader. I was going to post an updated wiki page, but the server's crapping out. Here's the info, eventually I'll post it here in the wiki... ============================= A cubemap is six images that are mapped onto a cube.…
Hi Render, maybe you can implement something from this stuff.. I'd like to see transfer of UV from hipoly to lowpoly for example.. missing this :) -- UV Layout-- This program was split off from the Surface Toolkit.... Thanks to the guy who coded the TV drawing routine I'm using.-- please email me at…
I think what you have is already a solid image. The lighting and atomosphere are lovely. I like the centered composition but have 2 suggestions to imrpove without totally rethinking it. 1 move the camera down a bit and tilt up. See more trees/sky and get a more interesting vanishing point (this clip from 'The Fablemens'…
well, I can think of two big things to comment on; 1. does the katana have distal taper? Many 3D artists model swords as if they were cut from a flat sheet of metal; you want distal taper. 2. Is the cross-section of the katana grip oval or perfectly round? You want an oval cross-section for edge alignment. other than that…