You”re going to want a proper shader & script solution for decals, anything else is just going to be an inaccurate fudge that’ll quickly have you tearing your hair out theres nothing built in, but this is a good, affordable one : https://assetstore.unity.com/packages/vfx/shaders/standard-deferred-decals-115178
yea the reason i asked cause I seen vids of people modeling in modo. Not sure if they made the scripts themselves, but whenever they press a button. It does, lets say something in another program it would take couple steps. In modo, it took only 1 step. If you knwo what i mean
Next update will add a coverage feature to the cliff shader By taking a top-down screenshot of your terrain and pasting it into an image editor, you can paint a B/W mask of where the coverage effect should show. This mask bitmap can be assigned in the scene's CliffAppearance script, which will apply it to all rocks.
@PolyHertz Max has a hotkey feature to switch between sub-objects in screen space as you hover the cursor over them. It was added a few releases ago. Can't remember which. @Amsterdam Hilton Hotel In Max I use a script that cycles translations by hitting space. The same as UE4. Very useful.
I love Xnormal. It is faster and less fussy then Maya's baking options. I also briefly used froXnormal to export to Xnormal directly within Maya (http://www.creativecrash.com/maya/script/froxnormal) when I'm feeling particularity lazy. I've yet to find a product that is a) faster or b) gives better results.
It would have been more accurate if her Back Stab script got rejected and she had to go back to the drawing board and try again. Success is difficult to obtain and for the majority of us takes "persistence in doing". But in the end, when success finally does come, the persistence just makes it that much sweeter!
@brurpo My hack-ish idea was that you only generate it once somehow. You execute a script that sets a global variable if the sky texture has been generated or not. First time, it will generate it. For all other shaders, it won't, because the global value is now true. Really have no idea if this would work.
I think this is something we are going to do. It might be done through a script or separate GUI to not clutter the main functionality, I need to figure out what would work best. This is further down the list after fixing all of the bugs we have found and addressing the more serious usability issues.
Ok. I have been sorta distracted working on some Zbrush scripts but I think i addressed some of the comments here and did a detail pass over everything. I think I am about done with the sculpt?! And because the arms sorta get in the way a screen shot without the arms...
bumping this. While I have no problems with smoothing vertex normals my colleagues might like to have smoothing groups to work with in Max. Is there any way to export them? I use SP5 and tried to use both Export as standard dialogue and export as a layer script with smoothing groups turned on. But no luck yet.