That is what was confusing me, I know that when an object has its scale changed outside of sub-object mode many operations will not work properly. However in my examples I did not scale them, I just created a primitive, converted it to editable poly without making any changes to it and then extruded a few faces and added…
I just thought about how a lot of the times when painting symmetrical heads I get really annoyed with having to manage mirroring a head before saving them. I've never really seen many people discuss their methods so I wanted to see how smart objects would work. I think it works pretty damn well, and was wondering if any of…
Hello polycount I'm learning both Maya and Xnormal for baking and I'm having trouble understanding the baking process. From what I understand, you can only bake objects that are in one uv island 0-1? I've seem people having two or more baked normal maps for one character. how do they bake more than one map when all we can…
not a blender user but those things should all work via fbx with the possible exceptions of: - non uniform scaling - where you have a non-orthogonal transform matrix. eg. you rotated the object off axis and then scaled it non-uniformly in world space (or it's parent space) it's most likely that unreal is upset about what…
The modifier stack is dependent on what is below, even a minor change can upset things up the stack. This becomes doubly important if a higher modifier is based on selection, which happens if you had some faces selected and applied modifier. Like if you did a soft select and then applied a noise modifier it would only…
talking with our programmers a lot, it usually is bad to throw tons of small textures as it increases access time. but it really depends on the engine and the platform the result is heading to. there is no rule of thumb. but most engines the larger the list of textures and objects you give them to access the worst. (on the…
What would be the best, most durable way to have many versions of assigned materials in one scene, so that I can easily switch between a version of the vehicle with green paint with white plastic and the same model with metal and dark plastic. Making it extra complex is the fact that not all materials will be assigned…
Just adding a bit more cause why not: Extra info about "z-uving" you can try to get it to listen and put the seam where you want it and extract it like that, i usually manually do it after, HOWEVER, i still use zbrush to UNWRAP the uv's of the object cause it flattens things better than anything else i tried. Then i take…
I'd recommend xnormal for what its worth. At my last job the workflow was something like: a) Block out model in 3dsmax b) Export to zbrush and create a high poly sculpt c) Export the high poly object for normal mapping d) You'll probably need a better low poly mesh at this point than the block out. I'd normally decimate a…
Hi Pier, Sent you two mail but never get any answer maybe you didn't received it. or maybe you found them not intresting. Thanks for this awesome tool. Here is my report/wishlist to still improve this cool tool -When you got like me about 50 layers per scene we need A bouton to add the selected object to selected layer -->…