Thx, entering the precise value while constraining is a good solution. Just to re-iterate - with UVs -> Snaps to Pixel enabled - move your shell to a corner - g to translate - press x/y to constraint - enter number to translate with precise value. (also you can use - for negative number)
When in doubt, C4 On a more serious note though.. Startmenu > RMB on Computer > Properties > Advanced System Settings > Advanced > Performance (settings button) > Uncheck 'enable aero peek' I think that's it anyway, I left everything on as I very much fancy shiny transparent buttons myself :)
in your video you're using a dominant point light. Those have to be baked to store their shadow information even for dynamic objects. Like I said, if you want multiple lights for cinematic lighting you have to use moveable lights without light environment enabled on the skeletal mesh.
Have you tried using a Light Propegation Volume to simulate GI? I've got it in my current WIP dynamic outdoor scene and it works quite nicely. You should disable the standard GI when you enable it :) https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/LightPropagationVolumes/
Try encapsulating your scene in a post process volume, then activate screen space reflections. EDIT: Juding from the reflections on the floor it looks like you have already enabled screen space reflections? In that case I would try using maximum metalness/minimum roughness values for the mirror.
Some unsolicitied ideas from me for future projects: - Make a plugin for Photoshop that shows the image tiling outside of the canvas area! - Create a plugin that enables projection painting in CS3 Extended - they've got awesome brushes and a 3D viewer in the same program, but you can't use one on the other.
You enable the Mental Ray plugin in the plugin manager and then that menu option should be there. If you're running Maya 2016 you need to download the Mental Ray plugin. Keep in mind that there are different MR plugins for different service pack versions of Maya, make sure you get the right one.
hmmm...Do you think for an art test it would be too much to ask, if the .fx file was sent with the max file and textures (obviously with a mention that Ben Cloward made the DX9 shader enabling me to overlay the light map), for them to drop the little .fx file in their maps/fx dir??
Are you looking to make beauty renders or just viewport screen grabs with everything enabled? I can give you some tips on lighting set up if you're going for beauty renders. But I won't waste my time vomiting out lighting info if you don't need it.
Disable edge constraint, extrude in local or world space depending what what works(maybe you do one edge at a time) then enable edge constraint There's lots of ways to deal with this.. If it's being really tricky detach the faces, scale them up uniformly and tidy up the result You can also make yourself tools - eg. Use a…