It's two different approaches. You could sculpt on the smoothed version of a subdivision modeling mesh, but that's then locked at the highest subdivision you ended up using, and, like you noticed, that's quite high indeed in order to be able to sculpt freely and not run into problems (although you should still work from…
So, I have this problem with my mesh where one part of the mesh doesn't ever want to shade smoothly. No matter whatever I do the mesh's shader displays a harsh gradient akin to having soft edges on an non-beveled 90 degree corners. Doesn't matter if I try give it a hard edge, fill in the awkward hole that's hidden in the…
So Ive become increasingly bored with no side project to do and Ive basically attempted to come with a plan for mucking about doing what I like which are the following Shaders FX Lighting Texturing But heres where it where it gets difficult, Im not a great modeler Ill be the first to admit that. I typically become…
Try a simple test. Take 8 screenshots of a simple mesh. Control their visibility with a rotation constraint, so your software (which one are you using?) swaps between the poses as it rotates. That's pretty much what you're asking for. If you want pointers for specific software, put that in your topic title. Read this post.…
Hey peeps. I've got a problem with UDK. I have a skeletal mesh with animation, during the animation the character walks away from his world 0,0,0 skeletal mesh actor position (done by unticking Anim Rotation Only) The problem I have is after about 3 steps away from his origin, he no longer casts shadows? and the other…
How do I correctly spawn static meshes via kismet at runtime? The way i have it working right now is placing the mesh in the map hiding it at map start then unhiding it via a trigger. Are hidden meshes not rendered ? Basically I wanted to spawn static meshes randomly from a list on certain locations at runtime. How do I do…
I'm using Mudbox 2012 to export some high poly meshes to bake normals and AO. Problem is that Mudbox seems to randomly choose meshes I do not have selected to include in the "export selected." I'm 100% positive I do not have these meshes selected (even making sure they're not selected before being hidden). Sometimes the…
So I have a static mesh with a collision mesh set up as my ground/blocking of my level. At the playerStart spawn point, all if fine thus far. No issues, no errors. Continuing on, I go up a slope with no issues at all. Then when I get tot he area I'm planning to be a town square, I get blocked and cant go further to the…
Hi guys, hopefully someone can help. I have a problem with my 3ds Max 2015 that reinstalling hasn't seemed to have fixed. I can make a plane, quad it a few times and export as an FBX. When I open it in to Unity, or import it back to Max, it has triangulated the whole mesh and completely messed-up the mapping. If I convert…
Very careful there, we had this issue recently in Unity (it might or might not or might be in some unreal settings be the same) and its sneaky but makes total sense if you figure it out. It depends on if you make your new mesh a saved asset that is in your project or just a model that exists in the scene file. Batching is…