I'm beginning to think I need to blame Blender. Something I noticed earlier now makes me think exporting to .fbx from Blender is causing my problems. The plane I'm using has 5 subdivisions, and thus 6 quads. 6 quads = 12 tri's. A total of 14 vertices. The Content Browser in the UDK tells me that the static mesh has 24…
Hey guys god work , Cheeseontoast , I like your gladiator alot. Hey can any1 answer my question please. I want to know How to : Delete Vertices that are not shared by any vertex connections. For a example a vertex between a Edge. I'm new to max , In maya You can select all the vertices and delete the ones that don't share…
I remember seeing a video or gif of a maya script which aligned vertices based on the first and last selected. ie: a line of vertices would be selected, and the 1st and last would stay in the position they are, and the ones inbetween would be aligned along a line from the 1st vert to the last. I can't remember where I saw…
When modeling stuff in Maya,my most frequent tool is the spilt polygon tool,Autodesk later changed it to the interactive spilt polygon tool.I love using this tool but I would love it if one can say create a four sided square on say the face of a cube without conecting to any of the sourrounding vertices/edges.kinda like…
Was the gap not there before you run the command? If the gap was there already, that would explain why the vertices are not aligned. If not, please send me the obj so that I can use it for debugging. And yes: the uv size plays a role in how the density is computed. That's by design. But if no gap was there, the tool would…
btw.. I get it working with an shader fx shader.. though the problem occurred on one instance of the test mesh and I can not figure out what's wrong there.. Normals are the same, textures are the same, smoothing groups.. 0.o edit: ok it gets even more strange.. I get seams at a cylinder but there are not uv seams and just…
So this is partly an engine specific thing, but with regards to setup in Toolbag, it actually doesn't matter. You should generally try to aim for having all of your hair planes running in the same direction, but what that direction is is up to you! Crytek prefers vertical strips because of how they handle their screenspace…
You can make a straight length of chain, only with the horizontal links, overlap a simple plane on top of it, and bake down on the plane the Normal and Alpha from the links. The resulting texture should be tileable horizontally (it can be 512x128 for example). Then you can conform the strip over your curves to create the…
Oh, well there's only 5 people that actually posted, so I guess we can wait for more. I kind of wanted to have a first come first serve time of thing but whatever. So far the list is just Ghostdetector- EU servers vertical - South Africa [NB] Mohsen- USA West/East quockhanhlk- SEA Andumy - EU west/east It looks like me,…
It will come with practice. Draw some quick sketches! You have no idea how much a rough sketch done on a napkin during dinner time can help! Because then you dont need to rely only upon your mind that is constantly in motion. Dont forget, despite it being a very rough blocky gauntlet, make sure even the hulk could wear.…