Why are [texture object parameters] linked ? Means I can't have 2 or more independent textures scaled to different values even if I am using 2 or more separate [world coordinate 3 way] functions and different terrain layer weight maps or I am missing something. It kind of defeats the purpose of the (world coordinate 3 way)…
Hi polycounters, I'm curious to know what the difference is between a bent normal and a object space normal. I understand that bent normal bakes light information from a highpoly but is the difference between the two only in terms of its application? cheers
I have a problem modeling out the carved details on a cylindrical object. I first tried to use floaters, but on some curved sides they proved to not work properly when baked. I want to ask if there's a good way to approach details like that? Should I just model these details in 3ds max? How would you do it? How to avoid…
Hi! Does someone know if there is a way to substract and object when rendering? Here is an exemple : Imagine the cube is front of a complete scene, and when rendering the cube will create an empty pixel area...
Hey guys! I have a bit of a convoluted question regarding using lightmaps when you want to duplicate an object and have their UVs overlapped. I know you can't overlap lightmap UVs (which makes sense) but I've run into a bit of a weird situation. I'm guessing my approach to the problem is way off as I'm still learning best…
Hi there so I'm trying to do my first proper character (high and low poly, UVs, bake maps, etc) and the first doubt I have is this: how shall I treat thick objects like this shirt? I understand is a general-open question but perhaps there's an example or some doc that can get me on the right track. Thanks in advance If you…
I have a question about cut object to half in Inventor. How can do that like this: http://3.bp.blogspot.com/_z2WSzaCaq8o/ShmfRNMfclI/AAAAAAAAAsw/rn3fLH8i3o4/s1600-h/Step+5.jpg
Hello, I am making a city scene in Unity and so far I have some trees next to a sidewalk. The shadows from the trees bakes flawlessly onto the sidewalk, yet they wont bake on to the road. Both models are static objects with the cast and receive shadows options checked. Any clue?
So I was wondering about these corner pieces that are inverted to have a negative space. I heard UDK doesn't really do shapes with cut outs inside it, as it will just fill up the mesh collision. I was wondering is there a method of making collision with such objects. So for this piece I would want a UCX in order to have…