I thought these issues were unreal's fault but it seems that 3dsmax will not export normals in an FBX file with skinned meshes. Is there a fix for this? Do other 3d software have this issue? Not being able to bring in mesh normals really screws up my baking workflow. I have tried max 2018 and 2015. Edit: I re-exported as…
poopipe it's not in designer viewport only. Same in Painter viewport or Evee vs Cycles in Blender or any random game engine, Unity etc . When you try to test something having 0,7-0,8 roughness and the sun higher than 40 degree. Most common range of roughness for nature produced non-metal outdoor materials and a big chunk…
Over the years I have been adding to a private art group on Discord since 2018. At the end of 2016, I sustained a severe lower spine injury that changed everything. I was injured while I was attending an Art school. In 2020 I sustained symptoms of an unknown neurological origin that resembled a blood clot. Now it's 2023…
Cheers @DavidCruz So I'm now jumping around in time a bit. I did this model at the end of 2018 but never really manage to show it. Recently I started to fiddle with it a bit again and thought this is a good time to show a preview. I have removed all colors for the preview. This is a early test for the scene I want to do…
I just wonder why you use Nitrous DX9 mode ? Which Max version are you using ? AFAIK Nitrous DX9 mode is not developed or supported any longer and you should keep using recommended Nitrous DX11 mode. In my test using 3ds Max 2018 your normal map ( cropped from your jpg ) shades quite fine in Nitrous DX11 viewport mode.…
I am running it in 2017 as there's a few areas in the code that points to it needing to be that. Even changing those lines to point to 2018 will throw up an error, so itll be coded in somewhere else aswell I think. Does the mel need to be added if its a Plugin file? From what I can see a lot of plugins just exist as MLL's…
Yes you can have any scale you want. If you got X 256 Y something Z something then it would snap modularity on X but not on Y Z. For some meshes this is fine. It all depends on what you are doing. Combination = 32+64=96. It doesn't has to be 64 128 256 etc only. 108 for example is fine also. As it is 64+32+8+4 which is…
Hey everyone, today I bumped into this super interesting talk by Thiago Klafke, "Digital Dragons 2018: Thiago Klafke - The power of simplicity" , that that talks about the development of the Junkertown map from the environment art point of view. Around minute 21:14 he explains a little bit more about which shaders they use…
Heyo, quick response solution to help you get what you want and maybe someone else has a better way. I would suggest using the new Maya UV Editor (available in 2018 or 2017 version 3) and then using the Texel Density tool available to help you get similar/ exact size for both UV shells. If you don't have access to the new…