I baked on Xnormal, here's the map if you have any doubt: What I also mean is how could I make perfect matching on the map, because it's a 2D image and I painted it over Photoshop I made this lines look pretty much the same with what I had, but it's not perfect, is there any way to make it perfect? I tryied painting with…
thx! I heard that also from others that its not that easy at first, i guess also because the controls are something unique and players need to get used to it. We plan to add more features in a update, maybe also a new gamemode where you have to solve puzzle levels with the mechanics. Im gonna make a video so all that have…
I mean you have N-gons in your model that are being badly triangulated *before* you export them. Having that feature turned on in your FBX settings is probably hiding the problem. Not solving it. I would triangulate those face in maya or max and see if you have bad topology then. Also the space between the safety switch…
if your normal map has always looked that way: -Don't have black as the background but the standard 128,128,255 -You need to have padding in there (just set that to like 64 or whatever is the highest in your baker) I hope that finally solves it :p -> just a minor thing, but keeping in mind padding, make sure to have a good…
Nice work Noth! I was going to say the same thing Vlad did - the way it was lit before totally looks like something that would usually happen with inverted green channels. That's great that you were able to solve it and find the real issue though. You got my vote. I also am a fan of the PL lance you did, and I'm looking…
e-freak your a magician. I put the dds files side by side in irfanview and hit image/information and noticed my crytiff was vertically flipped (hence why i could rotate the u axis in the material editor 180 degrees and make the texture properly fit). I then noticed the file size was incorrect and so I changed that and now…
I still don't think this is very straight forward for people but the easiest way is to use a Screen Space Canvas and then sort the particles using the sorting layers. People have implemented particles to render correctly in Overlay Canvas's but it seems overkill unless there is a problem you're solving by using an Overlay…
SirCatalot, you are a STAR! Thank you so much, you know that problem has plagued me so many times and I never even thought of it this time. Sometimes you just need a boot up the arse, thanks for supplying it :) Well I solved that problem, but the trees still look crappy. Does anyone have any pointers about how I can go…
Your work is amazing. Im working on a university project right now and have the same problem with the separated meshes. I use the Object Merge Node to input my meshes from other Geometry Nodes. I need to enable the Pack Geometry feature to achieve separated Meshes in Unity, but with this feature i lost my collision group…
- probably already mentioned: *edit GAAAA stupid stupid - what i meant is the header *replaces the word footer w/ header: Polycount header image and the header links are all floating left aligned and there is an excess amount of vertical padding between the header and forum content... - main forum content is centered fine…