This is a monster tool as it enables you to access ALL of Seneca Menard's scripts from one button. Big thanks to Etereas AKA Cristobal Vila for this :thumbup: Firstly you will need Seneca's Scripts. These are the most up to date versions. http://dl.dropbox.com/u/1615250/senemodo.zip Then you need Etereas script tool.…
THIS WORKS FINE Every time i create a new object "hello world" is printed out. callbacks.removeScripts id:#myscript;fn myScript =( print "hello world")callbacks.addScript #nodeCreated "myScript()" id:#myscript; THIS WON'T WORK When i RESTART Max and try the same script but with an visual interface (a button which…
Well, texel density you say. It's a part when I always get stuck in UE4, I need learn more about it I think ... tomorrow I will try to work on it. Maybe you have right and texel density is key for my problem. @edit Ok, so far, so good. After changing lightmap resolution to much higher it looks better now. Thanks for help.…
I'm not sure now. I just did a test with an existing asset that already has two UV channels and used the generate unique uvs to add a third channel and the vertex count stayed at 570. I also tested a mesh with a single uv channel and the addition did not seem to change the vert count. I'm using the October build and I was…
For anyone who is tired of this thread popping up, here is the end of it haha! I am calling this one done, i'll still take crits for future projects but I can't continue working on this one piece. For the NM i did end up seperating the hard edges and moving them apart slightly, thanks to leaving room in the first place for…
Uniform subdivision adds tons of geo to the models in opposite to edge loops where you're adding more geo to near edges only by adding edge loops. My PC has a weak heart not being able to handle too much polycount when it comes to models bigger and more complex than a cube. I bought TurboSmooth Pro as well but same issue,…
It can't go up that much, I assume your original level was not properly rebuild thus was therefore smaller in size? 800 MB for a level is really big to begin with. You can probably bring it down some? Reduce lightmap resolution, especially on distant stuff. Use the lightmap resolution checker view to find what is too…
>3> Thanks! Ill be hunting for kits when i get my uni grant in October. ( Realised i have £300 for the next 6 weeks xD ) Completely true about the hands. Though right now i'm leaving them rigid for rigging. As they sit even with Hp they'll be easy to rig up. Plus there a pain in the arse to move joint by joint. Well first…
That's not what I'm saying. What I'm saying is that you can subdivide the model in Mudbox and paint on the subdivided model. You can subdivide it without smoothing it so the geometry stays intact. A few subdivision levels should give you enough polygons for Mud to properly paint on the object you're working with. After…
That sounds like a great idea, but i think the best way to go would be to have it be a hardware thread. So PC builds at diffrent cost, recomended screens, and other things we use. Then have one for each year and have the first post get updated as new/better stuff comes out. Just a one stop place to see what the best build…