for what its worth, UDK has a slot for "anisotropic direction" in its standard material setup. Of course it only does anything if the material type is set to anisotropic. It takes a 2 vector corresponding to the direction perpendicular to the anisotopic highlight. It defaults to 1,0 which is up to down. Its range is the…
I was only being passive aggressive in response to the white knights who came to your rescue, many of whom seem to specialize in making cartoons, so I wasn't wrong there either even if my dislike for their preferred style no doubt shone through at that point. Apparently I had no class and had to be corrected as to what the…
Hi Donquixotic! Photoshop's 3D painting mode is fairly bad because: * It uses non-standard controls. A minor point but it feels very clunky and hard to navigate compared to other apps. * It doesn't project brushes correctly. It gets worse when you encounter a hard edge or UV seam. * It is not very responsive, it's slow to…
It's looking great, nice work. Crits: - It probably would have been easier to paint details into pieces that where straightened. It would probably also give you greater fidelity when and if the texture had to be downsized/mip-mapped. Because you would be able to paint straight pixels of color you wouldn't have to spend so…
besides memory the arithmetic operations would be a lot more. I'd say 2 weights should be sufficient. More only if its kind of a hero asset up close. As computations are done per-vertex and the same weight count is used for all vertices (even if just a few might use more), try to get away with as little as possible. I…
I like how you've got a bunch of actual environments rather than just a selection of unrelated props. I don't think it's really necessary to separate the team projects and personal work. You did a good job of explaining what parts you worked on, so I don't think anyone will misunderstand that they aren't team projects. By…
If you don't need a collision mesh delete or comment out the $collisionmodel section of the .qc file. If you need a more accurate collision mesh you can create a separate smd and point to it in the .qc file. The collision part of your .qc files needs to look like this; $collisionmodel "MyCustomProp_COL.smd" { $concave…
we got nice dell workstations with quadro cards. don't know exactly which atm, but they're pretty good. monitors are okay too. Only the wacoms are weird. It's like everyone uses old Graphires. Yet the artwork people do on them is just kickass. Overall the PC performance seems to be on par with my home PC (quad 2.66,…
I was actually playing around with separating the UV shells in the Hard Edge version earlier today, and yes it more or less completely eliminated the nasty edges. Now it hit me that there is a "Warp Image" feature in Maya that lets you transfer texture data from one UV set to another UV set. So I figured maybe I could bake…
unfortunately Foxdog, I have bad news for you It looks like to me that you've modeled the Squirrel in a defined, solely one pose. It might work out, but I can almost guarantee you it won't animate The legs were the biggest clue to me for that. The way you have it, it's modeled strictly on a vertical and horizontal basis,…