Yep I was researching that the other day, I plan on using Wolfire's solution since it works really well with a singular set of geometry. My unique constraint is the fact that a player moving through UV shells poses a challenge that decals cannot on their own solve, and must be solved in the inverse approach.
hi all just so that nobody wastes their time, i've solved the issue. upgraded to maya 8.5. much more powerful that 7.0. it p***es all over normal mapping issues. my renders look awsome in comparison to yesterdays! problem solved thanks to all who helped jase
After going crazy with button-pressing, I finally solved it. Under the Object Data Properties tab, I selected "clear custom split normals data" and voila! No idea why the model imported with that...but at least this was one issue that was solved by pressing random buttons! Thanks to everyone that viewed/was willing to help.
Had that for a while (and seen some other people have problems with it). Try downloading all the service packs/patches (whatever the name of those are at autodesk), that solved it for me. Someone else fixed it by turning one off his videocards (he had dual gpu's). Hope one of those solves it for u.
While clever and it may solve problem on the import end on UDK (can't test that here at work); that won't solve the export limitation in FBX. You can check yourself by exporting a model in FBX ASCII and doing a search for tangent or binormal you'll find that they're not in the file even if you checked off the box.
I'm learning how to use open subdiv in max. As you can see on the image below I run into a visual issue... I tried all the sliders but it didn't help to solve my problem and watch documentation on youtube but no one have the same issue. I'm pretty sure it's super simple to solve but... Do you have an idea about it? Thanks…
I tried the 2024 and 2025 versions and the problem was not solved. The problem is that I import cameras from Image Modeler and they are initially at an unknown angle relative to axes xyz. In such conditions it is not clear how to make plane clearly perpendicular to the camera. Do you use this method with planes? Is it…
"because it's a short one" :D !! Yes, they will assume you are junior in experience. A technical question is usually meant to find out how you approach problem solving, not just to get a single answer. So don't ever say you don't know, instead talk about how you would solve the problem.
hi all just so that nobody wastes their time, i've solved the issue. upgraded to maya 8.5. much more powerful that 7.0. it p***es all over normal mapping issues. my renders look awsome in comparison to yesterdays! won't be using this normal shader setup - it's obsolete problem solved jase
Required skills can vary depending on the exact position and the project being worked on, so if someone doesn't know a particular software or workflow that's generally not a big deal for me provided they're willing to learn. What I've found to be the biggest issue are much more generalized skills like the ability to…