Ive never used Unreal before but if I was to use a game engine like it or Unity or something, that game engine would have to be able to edit UVs and have all the face cutting and editing as well as the scene is far from being game engine ready in those respects, and it would take far far too long to carefully make sure…
This is just a guess without seeing the full tutorial or uncropped interface, but I'm pretty sure they just set their Document size to a square size (eg: 512x512). The size or ratio isn't necessary, it just helps if you plan on exporting a seamless, square image. What they're going is drawing the branches onto the Document…
Unwrap UVW is dependent on the topology of the mesh, so changing the vertex or face count below it will totally confuse it. your best bet is to collapse the unwrap uvw into the editable poly. You can now edit the mesh and max will do its best to keep your UVs intact. Cuts and connects work pretty well, extrudes will get…
Try putting a Poly select mod on first and then the Edit poly mod>collapse the stack. It's ridiculous smoohing between Maya/Max still hasn't been fixed considering they are both Adesk flagship products with a 'send to.....' button feature between the 2. I often get .fbx files from Maya and the normals are completely…
You win, only complaint is your composition is broken with the large pumpkin being dead center. Fix it please - lol. Edit - To add the gradient to the tree you've got two main options. Use the second or third UV set, multiply a gradient using a texture coordinate specifically to the UV channel with a planar projection over…
If edit isn't on then you can't rotate a mesh at all. It's possible that attempting to do so would result in drawing on the document instead, in which case it would make sense that there is nothing left to edit. If that happens just clear the document with ctrl+n and redraw the tool, then enter edit mode. The import window…
Okay, but that's all random detail + Different materials entirely. On a realistic asset, that's fine-- it's not lighting information, it's random scratches and grunge and wear and stuff. EDIT: And it's don't use AO maps in your Albedo... Because you have a separate AO map slot that calculates it more physically accurately!…
To get multiple views of same model in viewport just disable edit mode (right click model, click 'edit' button or press T) Now each time you LMB drag and drop in viewport while in draw mode (Q), it will place your current model on the 2.5d canvas, you can continue to position it using move/scale/rotate (W/E/R) until you…
Hey Vig, thanks for the help! The first image I posted is the low poly...here is the high poly.... I'm trying to bake that trigger guard thing...the dark green metal part. Is the image you posted turbosmoothed? hard to tell on the third example of the first image...it's not, right? If I were to add an edit poly ontop and…
From the looks if it the "painting" only affects one texture at a time right now. What you could do is add a new material, something that suits your look, then go into dynamask and edit, or paint its mask. That way you will be getting all of the maps that went with a particular material. Then transfer the edited mask to…