Hate or not. Whether you want to believe this was some rogue artist or the fault of an entire team. Where is EA's statement? How long does it take to come out and issue a quick boiler plate "We're Sorry" and "We're doing XYZ to fix it"...Granted it has only been a day since this was released.
I've been messing around with doing this and have a similar problem. Try rescaling the CV Curve from xyz being 1 to .99 and see if that fixes it. Edit: Scratch that. Worked on a small test I did. What you need to do is first turn the skin weighting method to weight blended before adding the influence.
*A Vector is made up of 3 values. X Y Z. *A Normal is a vector with a length of exactly 1.0 If its length isn't 1 then when shaded it wont shade predictably. *Each Pixel in a Normal map represents a Normal using RGB instead of XYZ We're not storing colours in the map we are storing numbers. *In a baked normal map we are…
The gist of it: You details are not beveled. Normal maps needs beveled details so they're able to read the XYZ information. For more info, check out the Polycount Wiki on Normal Maps.
That checkbox ticks itself when you apply it on a landscape. About the coordinates: Landscape layer coord node is very much like uv\texture coordinate node, while world position can be used to do axis aligned mapping. Whats the error it gave you? I guess it isnt scaled so it shows "wrong" (it isnt wrong, its just not…
@kanga I've seen some people still do the last month Challenge, so i guess it's your personal work so there is no real deadline, but the next challenge start the 1st of month. @MrCreator Good job on finishing the challenge. :thumbup: For what i can notice it feels like you have some polygoons used on some places that are…
It should be fairly obvious by the naming... It takes the world position of the vertices - where they are relative to (0,0,0) in the scene. World position is useful here because it means it's consistent no matter how the mesh is moved, rotated or scaled. Then divides it by 500 (to scale the result up a bit - so that in the…
Eric> Thanks :) Sorry if my text elements are confusing. I'm writing which channels i use of the RGBA space and which original input. So for example the DXT5_nm example i wrote "xGxR". I took the contents of the red channel and put it in the alpha channel. Then I blanked (black) the red and blue channel. I then saved this…
Ive been using a combination of the 2. I use snap constantly to close holes and line up verts. I find max can get buggy when working in local mode tho, so I generally use "parent", which works off the objects local xyz, rather than whatever arbitrary bs max makes up when set to local. For this model I mostly eyeballed, but…
noren--yeah, I wasnt too happy with that spot either--the head with tail idea...that's gold though, I think I'll go that route! xysdf -thanks! thatdon--that little guy rocks!!