You can get Beast to use IBL under the custom XML settings. This link will let you know about most of the hidden lightmapping settings available when you use the custom XML settings. The only downside is that there is no visible skydome of your HDR image nor a widget or setting to change the rotation other than manually…
1st, this person just joined so no history 2nd, they are using an anonymous tag & they arent providing an email for communication...in this day and age. 3rd, no reference so we can assess the work in some form of context. sorry polycount family, but this is the trifecta - until they remedy the above you should pass on any…
I actually think peter jackson is one of the worst offenders, maybe I'm in the minority. He just has this need to show you everything, there's no hinting at grand sweeping armies, no he has to show you half a million orcs on screen at once. Fellowship was the best in regard to CG, imo. It's interesting to me how once…
In the edit poly modifier under the poly sub object you can assign material ID. Select the ploys you want to be 2nd material and assign them to that id (2 or something), then rise repeat for id 3 etc. then create your multi/subobecject material and put the different materials in to match the poly ids. you dont need…
hi Ben, I'm feeling a bit dumb.. I wasnt able to recreate the animation steps properly I think.. one thing is confusing me, when you talk about freezing: I didn't think you *could* freeze a group locator? the option is greyed out from the freeze dropdown and when I use the menu command like in the gif the scale remains…
These are not normal times and this industry has always been, anything but normal. So hang in there. 2nd, Don't lose sight of why a lot of people choose this as a profession. If its a grind putting a portfolio together, then its going to be a grind working in the industry. For a lot of people this was a hobby long before…
ive recently made it a rule that wasted space on a lightmap is no big deal. also. if you're using a tileable texture on a mesh.. meaning no unique uvs.. its ok to go outside 0-1. so if your first UV channel has a texture that would "fit best" in a 4:1 uv space.. leave it as 1:1.. it'll tile on its own. then keeping your…
Weird, not sure what I'm looking at with the left one. Is it divided right down the middle? So it's mirrored horizontally? On the mirrored section, offset it by 1 full UV coord. To re-iterate: UV Channel 1: single flat lightmap UV (no overlapping or mirroring etc.) UV Channel 2: any overlapping UV's, offset Export with:…
To Broadway: Ye I have been working on adding foreground snow and stuff.. hopefully I have brought the scene closer to your paint over:) To Pixelb: Ye this three weeks long project is going to be finished~ I will see how it goes in the Blizzard contest, but the most important thing is I have learnt a lot from this…
I'm also using vertex color a ton on mobile. It's a huge savings there. But just for customization/masks it can't be beat, using a texture for masks is a waste since you would often need unique non-overlapping UVs (2nd uv channel adds to the vertex count). Also if you're only using one channel of the bitmap, that's a…