here's the specifics of what's happened: I am working between 3DS Max 2015 and Mudbox 2015. I modeled a low res model in Max, threw some crappy 3-second UVW unwrap on it, then took it into Mudbox and did my hi-res sculpting. Then I exported the adjusted level-0 low-res model from mudbox back into Max, and did proper good…
If you're using lightmaps in Unreal and are making a long wall, it would be better to not use small squares. You don't have to worry about fitting in the 0-1 space unless you're going to bake something other than lighting. It should have a tiling texture which means it tiles outside of 0-1. So there's no reason you have to…
I wanted something similar to question 5 a while back, but as I was dealing with already-worked-on scenes it was not feasible to call an existing material slot, a new material had to be created, and it also could not be placed in a slot after the fact (didn't want to over-write anything). Anyway, I can't take full credit…
Yeah unless all you have is a flat plane almost every static mesh will need a separate set of UVs just for lightmaps. The general rules for lightmaps in UDK are: 1. Make sure there are no overlapping UVs. 2. Make sure there is 2 pixels of padding around each UV shell (4 pixels total between two different shells) to prevent…
The red line points to the world origin which corresponds to the world origin in 3dsmax. They do that so you know when the root is offset from 0,0,0. Most people move the root of the skeleton hierarchy to 0,0,0 before export. If you had an animation for the flag skeleton you could "enable root motion" or "force root lock"…
Perna: Fantastic, I hadn't known there were global system variables for keyboard modifiers. I'd toyed with them a bit with some of the dialog/rollout controls, but I wasn't aware of the globally-available system variables, thanks! Jeremiah: Building (or using/co-opting) a library of useful functions can be a super time…
I'm using Max8 with non-square textures all the time - it's really easy just to set the UVW Editor to "Use Custom Bitmap Size", which you'll find in the Advanced Options when you have Edit UVWs window open. That way, the UVW window will automatically size the UVW 0-1 range to match the aspect ratio of your textures, and…
Not exactly sure if I'm posting this in the right section, but I've got a question about the particle effects on Unusual Hats. Are there specific co-ordinates in which each effect is placed at? The reason I'm asking is because I'm working on a plugin for a friends TF2 server and one of the features is the ability to give…
fixed it:--2009 renderhjs.net/*I wrote this script for my bachelor project in order to render very high resolotions(print stuff) on low memory systems. Feel free to improve or share this script :)Hendrik-Jan*/SplitRender;( function update_settings = ( local c = SplitRender.splitcount.state; SplitRender.width.value =…
Let me see if I understand this correctly. The over hang piece on the third image is the problem area because it does not fit within the 1m space that would allow it to be tiling correct? In a case like this and in many modular set pieces having pieces that extend beyond the 0-1 UV space is quite common especially when…