Think i found a fix using a recorded action script. So what i do is i create a project and using the curvature map input and obj as input. Once the project created, I add in this case, a bumblebee smart material, clic on the folder icon , then clic on a layer mask to open dynamask. Then I paste my curvature map in custom…
Hey madhatt3r, yea I've actually just picked it up again. I was on hiatus for a while while I was working on another commercial project, but that's finished and awaiting certification in the Windows Store now so I've had some time to actually do something more. Here's what I've done yesterday, my version of the garden…
learn when to stop. seriously :) The studios that care about time usually often go for "good enough". Most studios aren't Blizzard where it's done when it's done. Quality is like a bell curve - at some point the amount of invested time only yields small improvements. Learn when to stop. The exact time where to stop…
What I understand from your description: Just like Grow Home, You don't want textures applied to any models, just flat smooth shaded surfaces but with different materials applied. You don't plan to bake normalmaps from highpoly models, only relying on the model's own smoothing. IMO, baking texture sheets for each model…
You can't run a real time viewport using MentalRay only DirectX. You can capture viewport animation by going Animation > Make Preview. Make sure the viewport is maximized and that you're output settings are set high enough. You can also get some funky lighting errors when switching back and forth between MR and scanline…
just try stuff out, and use layers for it. you can try everything you want, but do it on a new layer, so you can delete or hide it any time u want to see if what u did was an improvement or not. thats just a little tip in general i can give you for better workflow. but dont worry, as long as you are open to try stuff out…
OH btw LoTekk and others, here Have some Material Functions. I'm building a library of these things, and will eventually be providing documentation. I have a few more things in the works to add. However a material function version of Rodriques' rotation function is in there as "Vailias_Vector_Rotation" (everything is…
Hi guys, thanks for the comments! The character in particular is fairly high poly considering the style; that's because of the texturing technique I'm using. Basically I model out areas that are going to be specific colours on the mesh, and when unwrapping I reduce the uv island down as much as I can on the pixel texture…
If you have a year to work with and that is your go at a diffuse then I'd be worried and sleepless trying to get good. I'm not one to sugar coat anything so I play Simon Cowell a lot but basically I'd be worried that 3 years of work and this is your post. I hope you can at least model well or you need to seriously evaluate…
It looks like there is a lot of pinching and distortion, which is probably from the pelt unwrap... Not many people use pelt anymore now that tools like point to point seams and relax do the same job in half the time. Also what is the goal of this model? It seems pretty low poly so I would think a small highly detailed…