Hi there, probably a stupid question, but, if I've an OBJ with separate Objects in it with separate UV-Layouts, how is it possible to get a AO-Map for each object and not one map for both?
Just remember, if you use A layout, then you should not use smoothing groups where there are no uv splits, or you'll get nasty black seams in your normal map
No man. I wish. I just did environment layout and modeling on the project. The environments at the very top are by Charles Morrow and Eric Spray for the most part I believe.
I haven't had a pop-up since using Firefox... although the actual ads @ IGN.com are annoying, as they're party of the page layouts and don't actually pop-up.
Thank you all for the help and compliments. The texture res is 512x512 Volkov. I think that's what you meant by "What res is the unwrap btw?". Here is the texture layout.
Get a website at www.weebly.com They give you some pretty nifty features for free. If you use carbonmade, your very limited on how you layout your portfolio.
The title is true. Assigning weights to free rigs in skinning practice. I can't seem to get the weights to work on the hat in the image. What I am having trouble with is assigning weights to each joint in a nice gradient. I was able to assign the weights to one joint at a time. For each joint, we have to select a vertex…
Whenever I export my models or animations to Unity, I get a offset in axis. Do I compensate for this in Max by rotating the axis to the fix the offset inside of Unity. Or is there a option for a layout of Unity's axis in Max's settings? Help and feedback is much appreciated.