a little teaser before I update to the next release as you can see in the following screenshot is the texel size in each object equal even though the objets were created with different scales and different shapes: I got it so far running I just need to bend the scale math a little bit right (it's a bit try and error right…
Hi! Here it is my solution to move ANY selected object back to the center of the world:
- create a MEL tab and copy/paste this snippet:
// Get the selected object(s)
string $selectedObjects[] = `ls -sl`; // Check if any objects are selected
if (size($selectedObjects) > 0) { // Loop through each selected object and move it…
Hello I 'm a newbie at marmoset toolbag and I have a problem regarding baking complete lighting as It bakes the front of object and the back remains black. what i'm doing wrong ,can you help me please to bake all lighting. This is what the objet looks like from the back with texture on it.
@poopipe thanks for responding. I already tested a 3 slats, with skinning and bones with the same spline all worked fine in max and Unity. The actual main asset is with multiple groups, 2 LOD’s and many objects in hierarchies. These two shutters are separate from one another are the only skinned objects with bones, a…
1-high and low poly should have the same siluet. objects view distance also matters. you want to avoid baking artifacts from objects thats closer to the camera. 2-biggest thing i learned was that there are multiple uv maps for a reason. you can uv map the same object for many different reasons. like adding extra details or…
Right off the bat, I have a very small budget for this. I'm working on a 2D game that only has a single member on the team - me. And I'm a lot better at coding than I am drawing. Payment / Sheet I have very little money to spare, but I still want to pay someone for this work so I am very open to negotiating. Payment can be…
whats the current poly count, whats the target ? will this be animated? i would duplicate the model and go through the slow and tedious process of simplifying the shapes step by step. that said i think organization will help here. first off realize that your model is symmetrical so you only have to do half the work :)…
Textures can be divided in half and simplify object;) LinkBacks throw. I mean happy with it but let's do not have time for him. Maybe someday I will come back to him. ps. Excuse me hopeless English ...