Hey!I have issue with normal map baking. Mesh is mirrored, and afer applaying normal map it looks strange. Some kind of seams but it doesn't follow edge of UVseems. I already tried flip green channel, check vertex normals...Maybe someone had a similar problem and knows how to solve it?
please disregard the first few posts....that problem was solved. what i'm wondering is...is there some way to hack in an opacity and color spec tab to this fx shader? i really like how things look in the viewport so far, but i only see diff, norm, spec, and trans here. any ideers?
Your English is great. Your topic title though... :'/ The reason to learn how to make your own is so you can solve the inevitable gaps between available tools and between existing assets. You will be hired for your ability to create, even in situations of scarcity.
After fixing pants shading error and getting rid of light being too strong (probably switching an omni for a spot and tweaking values is enough to solve it) on his arm metal part I think I can go ahead and work in a rig for posing purposes
i think in most cases you'll have easier time if the flloors and walls are separate pieces. then you don't need to run the edge loops from the windows across entire building. Like the floor can just be a rectangle with no subdivision at all. same thing for any walls that dont have windows. and walls with windows can be as…
Hi, the issue comes from the snapping, you have the snap to vertex enabled (see the magnet icon on top of your 3DView). De-activating it should solve the issue. Welcome to Blender btw, switching modeling app is always kind of frustating, key is patience and documentation :)
I use to do IT, and these steps solve nearly all issues lol. 1) Did you restart it? 2) Have you checked all cables are connected? 3) Have you tried switching out video cables? 4) Have you tried reinstalling?
I switched it on, yet it still wouldn't export correctly. Baking into a vertex map solved it for both fbx and obj, but alas, I have to be using obj exclusively. I have now found out that the unity tangentspace preset in handplane looks reasonably good in 3do.
I'm having the same issue and have actually reinstalled 3ds max 2012 to solve the problem . I'm also having a problem with UV unwrap while using this shader. Every time I go to Unwrap a model, 3ds max freezes. Not sure what to do:(
This inward extrusion in a low-tesselated sphere is a problem that's not easily solved with opensubdiv. Both chamfering and creasing mean that the corner points get displaced less than the surrounding low-density geo, making the ridge poke out, especially if it's a cube-shaped extrude like in the video.