I bake my normals using the exploded method to a object/world space* normal map. I then convert that to a tangent space after final low poly optimization and collapse the model back together for painting via substance/ddo. My question is can I use the world/object space normal map in my material makers world/object space…
Hello all! I've been having to do a lot of object transformation animations through 3D studio max, and while these work fine in Max and Unreal Engine 4, I've run into the problem where my keyframes from Max are being interpolated in Unreal Engine 4 when I don't want them to be. IE I have an object that basically transforms…
well this is a mad one i've got quite a complex max file that relies heavily on layers for navigation, export etc. At some point today (i've had my head down in Uvs and haven't really noticed when) all my existing objects have ... welll ... totally disassociated themselves from the concept of layers. Not only have my…
I did see some very old posts regarding this issue and was hoping there had been a change since then. guess not. I'm starting to use wide or long textures for materials more often and it seems super odd that there isnt a stock solution for this. I did have to make a new reference object, which turned out to be pretty…
hello! I need a script to save and then load explicit normals for selected objects. so the process is like this: * select object * press button to export normals into a file. normals saved along with object name * deselect/object again * press a button to read saved file. script sees the name in the file and if this name…
Hi guys :) Pior asked for object space normal map so here's a new version http://mentalwarp.com/~brice/download/GenericBRDF_2_BETA2.cgfx I might create a separate technique for this in the end since I could skip a lot of vertex code. People are less likely to want to switch from OS to TS on the fly with a checkbox. The…
Every 3d package texture baker could bake from one UV to another or from one mesh to another. Could be done both ways actually. I don't use 3d max for a decade already but as far as I remember it could be perfectly done in render-to-texture dialog. Or any texture baker that support a texture on "hires" mesh. Substance…
Oh I didn't read "next to" in your post. I thought you wanted to move one object to the same position of another, not align it to one of its extremes. In that case snaps would work pretty well. Regular align would also work with it set to Min/Max. It would align the current object to the bounding box of the target object.…
It snowed, work closed down for the day so in between building snow forts with my daughter and working remotely from home I worked on this scene a bit. I mostly created the export script I talked about earlier. What it does: Records the objects current position. Moves it to 0 0 0. Triangulates the model by adding a turn to…
The issue you are having comes from ray missing error your baker does . When low res surface probably folds into itself or having narrow gaps and no way to separate parts telling what specific point ray should see/ stop at and what shouldn't. Possible solutions: 1. More low res shell encompassing the thing around having…