Hi everybody First, padding doesn't work. It simply outputs gray photoshop file Second, does it output only PSD? Because I wasn't able to find any other option. Third, maching by baking group seem to work very strange if I bake albedo. Some faces aren't baked properly. I've checked projection cages, matching meshes and so…
I (naively) assumed they'd done it properly Hacks like that explain why it breaks down under some circumstances edit: ok so I've had a look . Hopefully this helps with some of the weird bits The only variable they seem to be using is the builtin $sizelog2 -which is log2(pixel size of the input) == log2(512, 512) == (9, 9)…
Here is the problem : I created a mel script for exporting very lot of objects at the same time. But I need to edit each Collada file and to replace the content of some line... Problem is after exported the object I added a function for opening the exported file one more time and edit some lines after parsing of the…
My goal: I would like to edit an imported object's normals by Maya's 'Transfer Attributes' function. My problem: After exporting my edited object (.fbx) my UV map is destroyed / distorted completly inside Unreal engine. My workflow: 1. Create a basic foliage mesh in Blender 2. Import into Maya 3. Create a sphere, move it…
Nope, that just re-centers it on my sculpt. I think my file is messed up and i just gotta deal with it. creating a new camera should solve the problem... When I create a new camera, it puts it in the middle of my sculpt and doesnt let me zoom or track even though they arent locked. When I click reset on the new camera, it…
an image showing the same as joe, but in max and with the adition of a max generated normal map. So yeah , so far i barely have to add any supporting edges for shading when dealing with maya bake, and when i do i just use the uvw splits as hard edges ( not adding vertex count since theres already a split there ) and its…
There shouldnt be any missing dependencies if there's only 2 maps and 2 outputs in the scene. I'm fairly sure about that, unless i've misunderstood the word dependencies (i'm not a native speaker) I'll try out with jpg compression, and see if i can replicate it with a 2k texture. As for the psd files, i import maps using…
Hello ladies and gentlemen, I'm posting here to be approved for full account status. In the mean time, I might as well introduce myself! I'm a 3rd year Game Development student here in Ontario at Durham College. I'm exiting at the end of my final semester with a goal of Level Design; with 3D Modelling and Lighting as my…
I have solved that problem by myself, but thanks for your comments :) There is no problem in light map resolution I believe, because I don't have jagged edge shadows on BSP blocks (only rounded edge on corners). My solution: On Stationary Directional Light in "Cascaded Shadow Maps" settings section I just increase Dynamic…
Vailias, awesome! Any idea about storing the alpha beta values in a 2d look-up? Acos isn't very lightweight, and precomputing a 2d look-up texture could reduce the instruction count a ton (I believe the link I linked above reduced it to 27 for the pixelshader). The texture lookup shouldn't change for the alpha-betas(you…