Hi! Doing a bake with the attached files in Painter, didn't reveal the issues you show in your original post. The file contains just a single door element. Maybe the issue you presented is caused by the way UVs are stacked and due to the bake settings? Did you bake with your test file as well and reproduce the issue? That…
Were guessing that the polycount forum probably has lots of experienced artists who want a bit more than just standard tree models, so we thought we'd show how easy it is to generate customized trees in Forester Pro. These can be exported as collada, fbx or X files and so, if you really want, you can continue to tweak in…
I think they all kinda have there pros and cons. 3point Shader Pros: - Quality Normals function (Edited this in ;) ) - You essentially have 2 environment map slots. Pretty nice for blending cubemaps. You can have a cubemap that is better at solid reflections in one and the other one be the one that has your more…
ok although you dont need this I will post it anyway because I prepared it anyway so: here is a code snippet that will read out your texture vertex points if you have a UVWunweap modifiert attached:obj = selection[ 1 ];if (classof (modPanel.getCurrentObject()) == Unwrap_UVW) then ( local uv = selection[1].modifiers[…
Ah yes, I use this LUT with Log function as well. But recently I saw someone worked with Sensitometric + sRGBf that was almost as good as ACES so I'm wondering how much other options out there, and may there is a better one than what I use.
What I want to know is can you copy/paste/clone objects yet? Also, has symmetry been fixed? It still had a tendency to break in 2010. Or maybe a re-symmetrize function has been added to deal with it?
Thank you for your help. Unfortunately, that is out of my scope - ndynamics are too expensive. I am swapping for a Rotate-Plane Solver IK and relying on manual animation, because the Spring IK is not giving me any desired functionality.
So I basically added an edit poly modifier, then used textools Smoothing Groups from UV Shells function to reset my smoothing groups. They're not exactly as I had them but close enough to go and edit later
Thanks man!! That was fast!! I was trying all the function keys but I guess I didnt try F2 :poly136: Once again thanks for helping out. These small hurdles can be a game stopper when you are just learning.
Looks like I'll have to use it in the XSI trial. It's really very buggy, slow, and barely functional in Mod tool. By the way, is there any way to freeze the normals so that when I move the vertex points, the normals don't change?