Anyways alternatively you can select the spline you created from the loop, enable viewport rendering, adjust its thickness and number of sides and check generate mapping coordinates. Then you can convert it to poly and have a nicely unwrapped mesh.
Hopefully this is helpful info: I loaded the prebaked opacity map and added the channel via DDO as you suggested, and it works initially. If you put a material on that section of the model, it stops working and you have to enable it again through 3DO for it to work.
Thank you kat. Thank you Overload. I still don't see the option.. :( Perhaps I need to select/deselect something enable to see UV? Could one of you show me a screenshot of what I should see?
Such a disaster. How did you apply that tiling in 3dsmax? By scaling the uvs, or by typing some tiling value into somewhere? Could be just a float precision problem though. Have you tried enabling "use full precision uvs" on the mesh in Unreal?
I've converted that map to normals using a photo-normal preset, and was able to successfully convert it to a height map: Perhaps try converting the map to a normal again, and then convert that to a height map - you may have had edge beveling enabled. :smile:
Undo is disabled by default to increase performance across all painting modes. If you'd like to enable undo, enter 3DO Painting mode (NDO or DDO) and click on Performance at the top right - Undo and Fix Seams Automatically will be visible in that menu. :smile:
There is an error when I rebuild my lighting : Performance Warning Jungle StaticMeshActor_38 Static Mesh component 'MyPackage_Jungle.Foliage.BananaTree_04' not lightmapped and not using a light environment - will be inefficient and have incorrect lighting! Set bUsePrecomputedShadows=True to use lightmaps or enable the…
Cool tools. Thank you for sharing. :smile: Are you planning to use also vertical axis to map antoher mouse control input? ZModeller is using two axis if you have enabled interactive mode and it works also really well.
Alright I have determined that the decals appear incorrect when applied to lightmapped surfaces, but any surface that is dynamically lit will display the decal correctly. Edit: Resolved, it was because the meshes I was projecting on did not have the dynamic light channel enabled.
Bronco: I don't feel like enabling Flash right now but I don't need Flash to know it's one of those stupid "scream" jokes. Even Penny Arcade is funnier (and Penny Arcade is less funny than a car accident)!