I didn't mention it, but yeah, bakers and viewport will be synced to Mikkt. It allows you to project any image/material on the 3 axis around the model and "wrap" it so that there are no seams anywhere, like a cheap way of faking a 3D texture. No, not this time.
Pfff. The better fix damn axis conversion for FBX export ;/ Sorry for rant, but because of that small issue I just can't force my self to learn modo properly ;/. Other than that, plugin is mind boggling. It will definitely make modelling in mode even better than before.
WOW i just tried xnormal and its so freaking easy. You should try to bake with all the different pieces moved apart to give the casting some breathing space Could i move all the low poly pieces up the Y axis, for example, so they are not touching at all? or do you mean to move the high poly away from the low poly version?…
The problem that I have found with this is that value you enter into the offset dialog, is not any sort of absolute unit but relative to the size of the object. Specifically the largest axis of the bounding box so if I have a box that is 10*8*4 100 offset equals half of the largest unit or 5 units, but when you throw in…
If static mesh: it's likely that you accidentally set the first key of the object to be translated down on the z axis. if skeletal mesh: If it's a skeletal mesh, make sure the root is placed at the bottom/center of the object.
Looks like TN too. It's not that you can't work with TN monitor, you just have to keep in mind that even a slightest turn in horizontal axis would give you wrong colors instantly , sometimes even when your just straighten your spine and neck and your eyes a few inches higher. But it's based on my last TN experience I had…
Off the top of my head, it's nothing to do with Max being z-up instead of y-up is it? Any options to change Max's native axis anywhere? Valve use Maya these days, which is y-up.
I mention this in my tutorial; triangulation is a bit weird but this is my take on it: OB provides two methods, \ and /. Neither are inherently correct. You should test using both and see what matches your baking triangulation (for me using modo it was \). Even though OB quadifys (squarizes?) your mesh on import, you…
I don't have ue4, but the solution for the displacement problem should be similar to one that could work in UDK. Its probably because you don't tell it the direction that you want to use for the displacement. Try using constant 3 as the value that is multiplied and it should look like 0,0,5 (or more or less) or something…
Nice collection. Not to be a dick or anything but.. Nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo. Normal maps will automatically be baked with the correct directional information along the UV borders no matter how the UV islands are oriented. In the case above it's simply having the…