Why would turbosmooth do anything different? It subdivides as zbrush does, using the catmull clarke algorithm. However there are cases where turbosmooth is better then zbrushs version. When it comes to open borders (like a piece of cloth or something) as it keeps the other proportions. Also you can do material- or…
If the texture options presented here don't work, check your mesh. Make sure those verts along the seam are welded and the normals are in the plane of the mirror axis. If they're slightly curved to one side with the smoothing algorithm you'll get a mapped seam, even though the bake is "correct". Another possibility is your…
its a shader that goes on a specialized terrain actor in an editor. that's it. depending on the editor, sometimes it can mix together textures by a weight mask that you can paint in an editor, or is generated by height or slope algorithmically. Sometimes it can use complex materials, incorporating them into it's…
@NAIMA: Yep, 1.2 will be a free upgrade! @Metalliandy: VeryFineDetail didn't quite vanish; it morphed into the "focus" control. Focus is sorta like a more powerful version of VeryFineDetail. I think VeryFineDetail will be returning, because the "Focus" interface seems to be less straightforward. (They use more-or-less the…
For normal mapping, you need three lighting normals. One is generated from the face itself, while the other two are perpendiculars pointing along the U and V axes of the unwrap. If there's no unwrap data, there's some kind of mathematical breakdown in the importer. The tangents point all over the place (presumably just how…
this issue pops up at work every now and then, so Im also looking for a solution. The proposed workflow by @monster seems to be the most promising approach, so I invested some time fixing it (the selection of hard edges just doesn't work like that). So, download and rename the attachment to .ms and select an object an run…
Thanks. The main solution in that situation seemed to come from export options specific to a different software such as pixel values, something that doesn't seem to be adjustable when exporting my substances. Since then I've stripped my texturemaps and rebuilt the material in toolbag 1 by 1 and discovered that it's the…
I like the snapping and asset variation tools - obviously, the variation tools only works if you put the work in to create those in the first place, or have access to a hopefully not overly-generic library. The "create a room" feature's usefulness will really depend on how it integrates with game-play requirements. I'm…
Updated the version now. Changes * the textures to bake are working now * minor fixes inside the gui * updated the dds compression tools to new ones from nvidia * experimental normal compression with dds * changed the Xoliulshader.fx to reconstruct the b channel via red and green channel * Enhanced packing algorithm with…
@Swordslayer: I just wanted to ask if you could make the script a bit 'smarter' :-) What I basically mean is that it should default to behave like the normal select tool and only use the angle algorithm if the loop stops at a non-quad vertex pole. This way the loop would not stop at large angles while the edge loop…