Once again I lost myself to test different camera angles and dof effect. For some reason I like this one. I never knew that the old version of Unity could do something like this :) There is some depth alpha sorting kind of problems with that fish trap. Once again something that I need to solve.
Thank you all for your help! miauu, the dimension script will most likely solve the issue I'm having, but i wouldn't rule out the possibility of buying you script pack. A lot of useful tools in there. (Btw, I also can't see your signature, but it was just a matter of clicking in your profile to find the link.)
seeing as there wasn't another post on this and being almost a year old i am guessing it has been solved. But anyways I use the paie script for exporting out animation from one file and importing it onto another file. http://www.creativecrash.com/maya/downloads/scripts-plugins/animation/c/paie hope this helps somebody
Is there a technical requirement for not referencing the character rig file into your animation file? That would solve the problem of rigging the same character multiple times... and if any armor/weapons get changed, you only have to change it in the referenced rig file. Then you'd be able to animate each action in a…
Open the 'Render Setup' dialogue. You can find it on the menu under Rendering>Render Setup. There is also a button on the main toolbar somewhere near the Render button. in the Common tab, under Common Parameters, there is an Options section. There should be a checkbox called "Render Hidden Geometry" or something similar.…
Ok, so here is a little bit of mystery solving, Maya 2014 and Maya 2015 don't set the same Local Rotation Axis for the controllers. That's why I didn't feel like it was consistent. But, my problem remains, i need to actually be able to set the LRA my self and not be at the mercy of the predefined one by Maya... Any ideas?
Trying to get my level running in 3.5.3, but getting lots of error messages and stuff. The pink texture problem was pretty much solved by copying over the old compressor .dll file from the previous version, but for some reason the environment maps still make the entire level pink. Anyone else having similar issues?
You need edge padding on everything, otherwise you'll have big problems when mipmapping. Setting it for 4-8 is usually the best (depending on your map size) to make sure you have no bleeding. In addition to solving bleeding it's also just much easier to work with when you don't have everything crammed.
I extracted normal map from mudbox and literally stuck it on the material using the following process in max... bump > Normal Bump > Bitmap > Normal Map file as for the renderer, it is simply max's default render setup, i have not changed anything... Should I have? I also flipped greens and it didnt solve it :/ Thanks for…
@Revel: I made the lowpoly to use the smooth or subdivided version i think its the easy way to model that think, but like @oglu said my mesh dont match exactly the concept, i think it would be solved smoothing to have more polygons and moving some vertices so the holes are exactly like the image