Hey Polycounters, I've been looking for someone to share, compete, work with and collab with making and complete unreal games in the range between 1-20 Gigabytes. I have an extensive unreal library and although I'm not looking for any specific Jam or Project I am looking for a specific person. I need someone that has some…
Hey, At the start of this year I decided to learn MODO in order to add another skill to the set. I aim to use it chiefly for modeling as it seems to have an amazing set of tools for creating props and hard surface assets. So I think I need a place to ask embarrassingly dumb questions in the name of progress and I trust…
I prefer the default ArtStation layout for the portfolio page. It's same for everyone and it's easy and fast to navigate between different artworks of an artist. Even grouping their artwork to different categories on the default layout can be a bit annoying too. That's why I always select the "All" section to see the…
Thanks all. As Tutstastic mentions this in the latest version of a tool set that I created back in 2007 for Unreal 3. @Bal -- it's asking you where to put the files on export every-time because I didn't look into a way to "remember" where you last exported to. It does, however default to your current project. Would be easy…
This is without LazyMouse? Generally the angle at which the camera is in relation to the surface matters, as well as the speed at which you do your strokes. So if the camera is perfectly perpendicular to the surface you're more likely to get better results, than if at a 45 degree angle. This is essentially just because the…
Using "maya derivatives" means that mental ray will derive most of its settings from maya. As far as I know this is the default behaviour. Normally you'd only uncheck this if you wanted to force mental ray to use its own default to override the normal maya settings. I don't think that painting the normal map out toward the…
Alright so a potential problem here is again dependent on workflow. So, if you have a hard edge down that seam, and you're using a baker that splits the projection mesh at hard edges(for instance xnormal with the default ray trace settings) you'll get this sort of error. Making sure that edge is soft there, or better yet…
The Core Systems are the same, but the Design Version is targeted for working with CAD data.It has some better interoperability with AutoCAD,Civil 3D and stuff. It also has some better lightning simulation and analysis tools which are more suited for architects,civil engineers. One downfall is that the 3dsmax SDK is not…
@Adam, had the same issue myself, it's because all lights have been turned into modulate lights, select all lights in the scene and set their shadow mode to default/normal fromModulate. You may have to mess about with the lighting channels too as they'd have been reset. Another thing, have a play with the lightmass…
Hi Rhinokey, here is my completely clueless shot in the dark: following code resets every Transform Gizmo setting to default value. Just give it a try. Hopefully it would fix something wrong. -- Reset Transform Gizmo to default values( tmGizmos.useGizmo = true tmGizmos.size = 40 tmGizmos.useLabels = true…