Hey @Fabi_G Thanks to your recent suggestions, my UV and baking workflow is going much more smoothly. However, I’ve run into a new problem that I completely don’t understand.
Here are the images. Island for picture maked biger so it will be easier to you to look out. It looks completely different from the errors I had on…
We are seeking an expert with UI FX work in Unreal to assist as consultant. Possible production work may be available but this opportunity is primarily consulting our team on specific FX needed for a small casual game project. You must be available on Skype and able to respond in a realistic timeframe. Please send PM with…
Hello! Sorry for the late-ish reply. I figured out my issue for the most part. What I ended up doing was using the Weighted Normals modifier in Blender, which seemed to fix all the problem pieces with enough tweaking. The shading issues didn't make themselves apparent unless I used a shiny matcap to preview it before…
Hi there, we are a growing studio working with Bertelsmann located in Guetersloh, Germany (next to Bielefeld) and we are looking for a Houdini expert to hire full time on site. If you want to work in a good environment with the security of a big company in a very nice location and for challenging tasks, than please get in…
miauu's Slate Material Cloner has been updated to version 1.1 Changelog: +NEW: Export and Import with Layout Preservation. Export selected materials to a .mat file with their original node positions preserved. When imported, materials are restored to the exact same layout in the Slate Material Editor.…
Hello everybody, I'm experiencing an issue when I export displacement maps from zbrush. It seems that the software can't catch deepest details. Let me show you some images to be more clear: This is a close-up of the high poly in zbrush, but when I link the map in maya and try to render with arnold, what I get is this: As…
Thanks for the advice! I guess making the piping in maya along the curve of the seam would've been easier, yeah. I already made them in MD the way I mentioned before - by creating tubes from separate rectangles and then stitching them to the edges of pillows. I then switched them to quads, exported as highpoly; reduced…
Hello Everyone. I currently have a game under development using UE4. I am using the shootergame as a base. I have just purchased the UAIS blueprints system from the UE4 market place. I need some help implanting this in with using my blueprint character and enemies. Basically I just need the UAIS system to be intact I guess…
Hello all, I've been stuck on this for a while and would appreciate any help. In Maya I have a mesh where I mirrored the top half of the geo, which also mirrored and stacked the uvs. I did this to increase texel density. I then exported as a .fbx file and made sure to export smoothing groups but not tangents and binormals.…
Heyo peepz, I've been looking around to check if there's a solution to this. I'm using exportFile (fullFilePath + ".WRL") #noPrompt in a export script But apparently sometimes max doesn't export normals with our WRL exporter when run via script because the the #noPrompt flag avoids the export dialog and just uses defaults.…