Hello Polycount community! Am pleased to share with you our first project on the UE4 marketplace: The Medieval Weapons Collection pack. The above pack is available on the UE4 marketplace: https://www.unrealengine.com/marketplace/medieval-weapons-collection This weapon collection contains 22 AAA quality models of medieval…
Make sure your shader is scaling the raw values properly. Multiply your colors by 2 then subtract 1 will move them from 0-1 to -1 - +1. So painting with 127 (or 0.5) will be 0 offset. 0 will be -1 offset and 1 will be +1 (or subtract 1 and multiply by 2. A constant bias scale node is what you need. Bias of -1 scale of 2.)
CenterPivot; makeIdentity -apply true -t 1 -r 1 -s 1 -n 0; $Pos = `xform -q -piv -ws`; move -a (-1 * $Pos[0]) (-1*$Pos[1] ) (-1*$Pos[2]) ; YAY it works now. Now to add more to it :)
try this (convex only though so concave would need to split into convex then recombined after being wrapped individually)... -- creates a ray point along the edge fn getEdgeRay msh edg = ( ze = edg - 1; a = (mod ze 3) + 1; b = mod a 3; fverts = getface msh (ze/3 + 1); v0 = getvert msh fverts[a]; v1 = getvert msh fverts[b +…
not the most direct way, but there dosnt seem to be a direct way, so this will do for now.makeIdentity -apply true -t 1 -r 1 -s 1 -n 0;$Pos = `xform -q -piv -ws`;move -a (-1 * $Pos[0]) (-1*$Pos[1] ) (-1*$Pos[2]) ;
yeah doing that fancy method creates and extra row of polys, which I then have to manually delete. was a real pain in the ass the next stage to to make any new cars i make subd 1 then add the panelling/detail it will then be just about smooth looking :/
4 assets for tidehunter 1 set for drow 1 set for rikki 1 set for clinkz 1 set for doom 1 peacebringer set for omniknight 1 set for bristleback 2 weapons for axe 1 haircut for luna 2 couriers oh well :D thanks guys and girls!
hey i missed this post when i was skimming the thread. if the effected object has a scale of (-1,-1,-1) then thats really simple to fix. just multiply each scale transform buy -1 ie -1*(-1,-1,-1) and that should give you the correct result. the scale and rotation are independent. you don't need to mess with rotation.