Hi guys, For a project I'm working on, I imported a model from Fusion to Max. I've done this workflow many times with Solidworks before so I'm in familiar territory so far. On this occasion, I'm converting to mesh on import as that gives me a water tight mesh, rather than welding the borders myself. Anyway as part of the…
Hi everybody First, padding doesn't work. It simply outputs gray photoshop file Second, does it output only PSD? Because I wasn't able to find any other option. Third, maching by baking group seem to work very strange if I bake albedo. Some faces aren't baked properly. I've checked projection cages, matching meshes and so…
Here is the problem : I created a mel script for exporting very lot of objects at the same time. But I need to edit each Collada file and to replace the content of some line... Problem is after exported the object I added a function for opening the exported file one more time and edit some lines after parsing of the…
My goal: I would like to edit an imported object's normals by Maya's 'Transfer Attributes' function. My problem: After exporting my edited object (.fbx) my UV map is destroyed / distorted completly inside Unreal engine. My workflow: 1. Create a basic foliage mesh in Blender 2. Import into Maya 3. Create a sphere, move it…
Nope, that just re-centers it on my sculpt. I think my file is messed up and i just gotta deal with it. creating a new camera should solve the problem... When I create a new camera, it puts it in the middle of my sculpt and doesnt let me zoom or track even though they arent locked. When I click reset on the new camera, it…
an image showing the same as joe, but in max and with the adition of a max generated normal map. So yeah , so far i barely have to add any supporting edges for shading when dealing with maya bake, and when i do i just use the uvw splits as hard edges ( not adding vertex count since theres already a split there ) and its…
There shouldnt be any missing dependencies if there's only 2 maps and 2 outputs in the scene. I'm fairly sure about that, unless i've misunderstood the word dependencies (i'm not a native speaker) I'll try out with jpg compression, and see if i can replicate it with a 2k texture. As for the psd files, i import maps using…
Hello ladies and gentlemen, I'm posting here to be approved for full account status. In the mean time, I might as well introduce myself! I'm a 3rd year Game Development student here in Ontario at Durham College. I'm exiting at the end of my final semester with a goal of Level Design; with 3D Modelling and Lighting as my…
I have solved that problem by myself, but thanks for your comments :) There is no problem in light map resolution I believe, because I don't have jagged edge shadows on BSP blocks (only rounded edge on corners). My solution: On Stationary Directional Light in "Cascaded Shadow Maps" settings section I just increase Dynamic…
Vailias, awesome! Any idea about storing the alpha beta values in a 2d look-up? Acos isn't very lightweight, and precomputing a 2d look-up texture could reduce the instruction count a ton (I believe the link I linked above reduced it to 27 for the pixelshader). The texture lookup shouldn't change for the alpha-betas(you…