Okay, I've got the normals fix by screwing around with cages. Looks great in Max! Thanks! Now I just need to get it into unreal properly. I pulled the model in as a static mesh, and also pulled in my diffuse and normal. For some reason, the seams are showing up awfully. I've played with flipping the green channel and…
Once again a client has been kind enough and allowed me to show some work, in engine shots coming soon. I am now available to take on October-November contracts so please get in touch if you require an animator for your projects. https://animationadventures.co.uk/projects/6564814 Also added an alternate reload of the same…
mud should have no problem to paint on mirrored uvs... you only have to turn mirror for the brush off... if you wish to paint two textures for each side you have to name them mudbox conform to load it... easiest way to do that is to paint something on the object... save the mudbox file... open the images up in PS and…
when something like this happens to me what i do is: in new scene unload then reload mental ray. Start a new scene, set mental ray as renderer, then do a quick render test on a cube or something. If it works great, now just import your scene into the new scene and mental ray should work. This has fixed a whole number of…
dDo on W8 here, don't have problems with it, runs very well. And maybe this is a small issue you are maybe also having? But if it auto-reloads textures after tweaks sometimes it "forgets" to add the height. Just once I had a really vague error that PS gave me wich caused me not being able to preview details (it just kind…
Managed to find the issue in Xnormal :) It seems the "edge padding" setting was set to high which caused the brick color to "drown" the grout color. Also, my grout texture consisted of 2 polygroups which actually splitted the mesh in 2 seperate ones. I collapsed them together and reloaded them and voila: Really thanks a…
Got done with the high poly! Please let me know if something leaps out at you guys/gals that I need to fix before diving into the low-poly. I also didn't model the entire inside of the receiver that tilts forward since it isn't viewed at all during the reload animation. Should I model the entire inside? I am unsure if it…
It looks very last gen, very blocky and primitive. The handle looks really wide and it looks to be missing some key components? Like a break that allows it to open so you can reload, a second trigger (most double barreled shotguns have two triggers) and depending on what the back of the handle looks like its probably…
In our project, we just have the magazine skinned to a dummy/node (in 3ds max) which is then linked to the root bone. The dummy allows the magazine to move independently anywhere in the scene, but still move with the gun. As long as animation positions are on in the UDK, it works fine. We also use the technique to do…
Those balls will roll around unless you put something under them from stop rolling. Also, whats keeping the cannons in place once they fire. They have a levy system that rolls the cannon back for reloading and forward for firing. Also, how do they move them in and out if one becomes broken? You have a great base, but it…