Hey guys, I'm modeling in Modo and baking an object space normal in Modo, then converting to tangent space in Xnormal to use in UE4. I've already used this workflow for a lot of assets but I'm getting a weird error that I can't solve. I'd appreciate any help!
Hey Polycount, I was just wondering if there was anyway that I could make it so that I can align everything to face the same direction? The red lines show the direction of the objects and I need them to ideally snal to 90 degrees. To put this problem in context , the wire frames are the foot of a mech that I have made,…
Edit: Thank you very much to all of you that took the time to send me a message, I have read through them all! Some lovely portfolios! We have now found a candidate to move forward with so I will close this for now. Hi there! I'm currently on the lookout for talent to close out work on our tilesets. Your Job would be to…
Hello, first time asking a question around here, hopefully I'm clear enough. Just made the jump from 3dsMax 2013 to 2019. I'm trying to render a game asset using the VrayToon effect on a textured object that supposedly shouldn't have shadows, but no matter how I deactivate all lighting and try self illumination, this is…
Maya have bad habit on affecting subcomponent from right-click menu on anything that cursor happen to be. Is there way to force subcomponent selection only to object I have currently selected/active regardless of where the cursor is ?
Hey all, I'm a bit confused with creating the high poly of one of my objects - I'm getting a pinching effect on the circle due to the parts which protrude out of it. I've created a quick graphic to illustrate my problem. Any advice would be appreciated on fixing it. I've tried fixing it above like so, but it's still going…
Instead of having 1 object with 2 uv sets, make 2 objects with both of em having only one uv set. Than bake the colors of the one with the ramp to the one with the proper uv's.