There are a number of areas where this could be breaking. It sounds like you've got some meshes hooked up via the quick loader, and others manually placed - this could potentially be causing problems, but it's difficult for us to reproduce without having the exact scene file that shows the problem. If you can send an…
whaddup HELO more progresion. Biggest problem im having is make the porportions look correct. Im not modeling from any blueprints just angle shots, figured it would be a decent way to help me pay attention to details. any way im not going for 100% accuracy but if you guys see any major flaws thus far please point them out!…
Hi everyone! My name is Marwan, I’m an Environment Artist and Co-founder of Remesh Games. As an Environment Artist, I’ve always found it annoying to "pollute" my scene just to check an asset. Dragging a mesh into the hierarchy just to see its stats or animations—and then having to clean it up—is a waste of time. To fix…
1) Editing the geometry after skinning is a bit tricky and here is why... Every vertex is given a number, those numbers have bone weights assigned to them, when you save the weights and load them it assumes the vert numbers are the same. When you change the geometry the vert numbers change and now you have a bunch of…
Alright I have a video uploading to explain the overall ideas that went into this material and its execution.. and video just shows the effect better. I also refined the refracting glass a bit, as I had made an error in one part. Not serious, but it makes a difference. here's a new screenshot I'll give a short detail of…
This is a really good looking fur! I was already familiar with the shell technique, but yours looks particularly good due the care in adjusting each shell maps and the height map usage. I gotta say I'm itching to recreate a few steps in your breakdown using Blender geonodes to automate them. 😂 Edit: I gave the node setup a…
Check the size of the individual model's area of lightmap being used. The model may be using a very tiny portion of the lightmap if the scale of the model is too small. Set your "Indirect Resolution" to 0.1 and your render times will speed up a lot. 20 1024 lightmaps for that scene is a lot and I would take a look at the…
Hi All, I am in the process of compiling my first modeled/sculpted/rigged charater model from 3ds Max to Source. This model is to be used as a custom "skin" to replace an existing model in a Valve Source game (L4D2) and there are a couple of little points I am confused about and would like to confirm. Node Assignment: In…
The UV number should be closer than the vertices number. If your hard edges are the same as your UV border edges, then, UV number in maya should match verts number in Unreal.
I need help trying to input number's into the coding here is what I'm trying to do: If you press the number one it will choose a weapon. If you press the number one again it will choose another weapon. The cycle continues as you keep pressing the number one.