> I've been having a problem with my Polycount cottage lately. Whenever I try to upload a file to my cottage or create a new folder, I get the error "Error 550 test: Disk quota exceeded". There's no disk space limit on my server that I'm aware of, and I haven't been going too crazy with my uploads lately, so I don't have a…
Hi everyone, I am currently building a modular kit for my game and ran into a problem with gradient texturing that I do not fully understand yet. My kit consists of many reusable pieces like walls, windows and especially floor tiles. The floor is made out of repeating units, for example 1x1m, 2x2m or 4x4m tiles that are…
Brilliant. Friggin' FBX Viewer, and others, weren't showing the blend shape animations on playback. However, the file sizes were different when toggling Blend Shapes only for Maya export. Imported into Unity and presto, it worked. I've been here before in this most frustrating blend shape saga so thank you for the clue!
We don't put AI generated slop in our games. Let's just ignore the plethora of technical issues for a moment and focus on the humanity of it: There is a shared feeling we all have when we see AI, and it's disgust. When you read an email written by ChatGPT, do you feel the love, or do you think "this person could care…
Love the response, yeah on the stuff i work (too long on) i wouldn't know what to do if anyone asked either, just a heads up it happen once. Perhaps going off of saved files time-frames might help with this stuff? Otherwise no worries i was just seeking options. looking forward to your next posted work.
Hi, I'm trying to create a .mat file from multiple .max files. Does anyone know a script or way to do this? I could merge all the models into one file and create the .mat file but I have a large amount of these and would rather automate some of this. Thanks for any help in this matter.
okay, I think I've got it decently figured out now and have a few more questions. As far as I know, the raw mesh is exported and loading into the test engine just fine now. If all the animations have to exist in the same .x file, would that mean the animations I put in need to be centered and anchored at the origin? Also,…
well i will say i did ask for feedback in discord group before i went into retopologizing it and all. It seem fine. Well still I hear a lot of feedback on that so that is something for me to keep in mind for sure next time. Will continue and this was just for practice to see if i could take a lesson on sculpt, retopology…
On Ornatrix grooms I kept hitting two things: I rebuild the same operator stack on every character, and a fully-built stack tanks the viewport while I'm still iterating. How I've been handling it: * Build the stack in a fixed order (Surface Comb → Rotate → Clump → Curl → Frizz → Detail → Noise → Gravity → Change Width) so…
This is how the names look in Maya, everything after the colon shouldn't be there. The imported objects are fine, doesn't seem to have errors, and I can delete the extra letters. I was just wondering what may be causing this. To clarify - the situation is this: first I exported my decimated character from Zbrush as fbx and…