Anyone have an issue with doing Opal Divine's Marina instead of NXNW? It's a little more casual and open compared to NXNW and it's got a large selection of good drinks and decent food. It's only about 3.7 miles north on Mopac -> link link to location's website Full Drink Menu
kurt, I export the LP in obj format, triangulated. I export the HP in obj format, quad Then I put the meshes in xnormal, select average normals on LP and HP. Run the 3D viewer. Do the cage and save the SBM files and bake the normals. But the result is always the same.
The white is a little bit too strong and washes out a lot details. So if you really want to test normal maps, go for a more neutral lighting. And for good and quick color selection decisions I would take a good screenshot to photoshop and play around a little bit.
Its amazing. Great beer selection. Great sausages. They have exotic meats too like rattlesnake and shit. I love love wurstkuche. If I'm the first one there, you'll probably see me doodling in a sketchbook. Who else but a polycounter would have a sketchbook out, right?
While you've got the layer you're working on selected, click the lock transparent pixels button up top of the layer pallete. That'll stop it bleeding transparency out. But be careful because it'll still blur to a whitish colour if you use the tool too much around the edge.
Make sure your low-poly object is all in one smoothing group. An easy way to do this is to add a Smooth modifier and just click the "1" button in the list of SG buttons. Or you could select all the faces in the object and click "1" down in the Smoothing Groups rollout.
so in deferred shading it's doable but costly (I'm fairly sure I was told not doable full stop) for selected items it can be done, but not advised in general use- is that the gyst of it? something to worry about if you're pushing the memory limit, but if you've plenty to spare for whatever reason should be ok?
disanski, the easiest and best way is to select the different materials on your object and floodfill with the glossvalue you want for it, a high value for plastics, a low value for metallic for example. usually just using the specmap as gloss will end up in quite a nasty material definition, or plastic next gen speculars.
A) Yes, just make sure all the parts share the same rig via the Skin setup. B) Usually, you can attach the different parts together and drop a UV modifier to mange them, OR you could just select all the pieces and UV modifier them all.
I'm soooo sorry for wasting everyone's time... I just realized that I didn't have the "Texture" preview selected, so it wasn't showing any texture period. My Normal is completely fine. Wow... I just wasted about 2 hours over the simplest thing...