Okay, quick test. EDIT: updated image to no longer use point lights, which don't work correctly in UDK. FROM LEFT TO RIGHT: Skeletal mesh dynamically lit. Skeletal mesh with Light Environment. Static Mesh with 256 baked lightmap. Static Mesh unbaked with preview lighting. Rendering of Skeletal meshes does not appear to…
as i don't have much experience with UE4 as my computer that could run it recently went out of order for the time being... I can only help as much as I can see. and i know that sometimes in UE3/UDK you would get a random error for overlapping UVs in your lightmap, but those overlapping UVs don't exist. it could be a false…
Yeah for some reason all those errors are from how Substance painter works, between each UV island it has the stretched errors, which in no way effect the actual teaxture. Weird I know. Ah I understand, no nothing was really baked from the High to a Low, its just a High Poly, yeah the normal details are very suitable…
Pior:That part of the code is getting and setting the edge snap check box... not sure why its throwing that error. I tried to reproduce it on my machine but could not. I've tested this in 2008 and 2009, which version is throwing the error? The reason why its a .ms instead of a .mcr is so you can run it once and let max…
From here I started placing the cards down in ZBrush using the move brush and curve modifiers - I'm focusing on the main shape at the moment trying to understand how to place the hair cards (looking at https://www.artstation.com/artwork/EaP1G8, https://www.artstation.com/artwork/28eGyv for reference) but it's going to be a…
I've tried exporting the object and applying the vertex colors again in a new scene. Looks like there was an error with that particular scene and it wouldn't apply the vertex colors properly. Not really sure why it caused it though. Thanks !
Hi guys, sorry to start a new thread just for this but I couldn't find a solution to this anywhere else. I'm currently modelling a barrel to ease me into Maya after not using her for a while and I've come into some trouble. It wont let me convert my poly model into sub d, so I can go ahead and bake this thing. I get the…
Hey polycounters, I have a problem with my material editor. I can import my normal map and my specular map with no problem, but when I try to import my diffuse map it won't allow me to. I can drag it in but it won't show up and doesn't give me an error. Even when I create a new texture sample and try to link it to that it…
Hi guys, I've been to this site: https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools I downloaded the 64 bit version of OpenCOLLADA for 3ds Max [2009-2014]. It only downloads a file called 'COLLADAMx.dle'. There is no installer or anything? I've tried copying the file into the plugins folder at this path: C:…
First, about creating the upper eyelid crease, I agree it's a pain and I don't know how to do it in zbrush. I'd probably try to create two different objects (tools?) for the tarsal plates part of the eyelids and only combine them with the rest of the face later when the fat pads and eyebrows are 100% done, so they don't…