Hey guys, I'm not exactly sure when this started but all I know is it's been a consistent issue with Substance and UE4 for me recently... Ever since I upgraded to anything higher than UE4 4.13... all my maps have been importing wrong and made my life a living hell. I've tried trying it in new projects and it will continue…
I've been struggling throughout this environment project to figure out the best way to step and repeat these circular elements. Any help is appreciated. As you can see above I have pieces of pink floor with a walkway leading to an exit. It repeats. This was working at first because the pivot point was directly in the…
Hi EarthQuake and thank you! I'll try to explain, just imagine you have a complex scene to bake more than 5-10 baker groups in marmoset and several bakers (texture sets) to bake and workflow should be flexible if you going to change some of the meshes(high or low). So i'll describe what default QuickLoader does and then…
wow!!I just fixed it.I recommend everyone who use ZBrush to do the following. 1.Make your final UV for lowest subdivision model. 2.Do not go for creating maps(color,normal,displacement etc),for now. 3.Switch to lowest subdivision level. 4.Under tool menu>UV map,then click on Flip V.This will flip your UV in vertical…
Missed this... Opps Skinning in general doesn't react well to changes in geometry (below skin). Above skin it handles it pretty well but then some exporters don't like other modifiers on top of skin so you are risking it working fine in max but not after exporting, so typically you have to redo skin, which isn't as painful…
I'm gonna go ahead and say that your Motionbuilder statement is a bit incorrect. Motionbuilder will let you do whatever you want. Your results may vary depending on what you want to do though :poly136: At work we have two poses for the character. One 90 T-Pose and on 45ish V-Pose. Both of these are in the scene, in their…
There is an article on this website I used to get started on my own modular characters. Google "modular character system" and look for the polycount thread. It's probably archived in the rigging section of the wiki as well. It goes really in depth. For my own system, yes I have all pieces rigged to a single skeleton in a…
Welcome to Polycount and game modding. :) In most cases throughout game history we've not been able to paint directly on a model. The tech has been around since the mid 90's really, but it was too clunky for production till the past decade or so, and even in the early 2000's it was fairly specialized software. (Remember…
Shell is something I rarely need in 3ds or C4D, but you can achieve a shell by using "scale according to normals" or so in cinema, just hold shift and its extruding the stuff if im not mistaken. I would not recommend cinema 4D as a program mainly for modeling, but by the lord, cinema 4D is a amazing suite and can…
Hello Casper, how's it going? Hope you guys doing well :) With Modo 801 now we're able to edit vertex normals individually. And they included a built-in edge normal hardness edit tool. All of these features require a vertex normal map, as Farfarer's vertex normal toolkit creates one automatically. Modo's built-in vertex…