Thanks cryrid, I dont play with zbrush for two years, and i remembered this way to import/export obj with UVmaps in zbrush; the case is that i remember also this error :poly142:, but i dont remember how to solve. :poly122: I'm gonna try GoZ Thanks again.
I mean rigging which includes skinning obviously ;) And yes the mirror tool does work ;) You should take a look at CAT Tools if you have max 2011(or 2010 with subscription) It won´t solve the shoulder problem, but makes the whole animation process easier.
sorry for the late reply, thanks very much for the response. ok so if i export with tangents and bi normals checked, do you think that will solve my problem becuase ue4 will be able to get the tangent basis correct? please correct me if im wrong. Thanks
Hey Noors, yes I'm using 2048x2048. Funny thing I noticed is that when I save the texture as png, the problem is solved. This problem seems to occur whenever I try to use a collapsed psd texture as material. I will update when I know more.
what we have to solve now is: theme OR no theme. what do u people prefer? if we go for a theme, it should be a theme that is not limiting too hard. any good ideas? it could be something like "Sound of War" what would more or less allow anything.
@Bal the problem can't be solved with the shader. it's the hardware we are working on.(a console...) the manual stats that uv winding order needs to be clockwise. if not the normals will render upside down. i just have no clue how i could use mirrored uv's then, as the winding order will always be wrong.
1. Hopefully fixed it. 2. No clue what you mean =/ 3. I believe I fixed it but I might need to make it sharper. Most likely the texture will solve it. 4. I have tried but failed miserably but i'll try again. 5. Completely agree.
Opacity-masking for floor-grate in UE4 ... solved! (dDo didn't care that the Opacity map was inverted, but UE4, TB2, and Maya all did :poly122: ) Also, used a trick in the Normals map to generate beveling in nDo from the Opacity mask, to give the floor-grate the illusion of thickness.
In our engine we have that exact same problem, we solve it by having the game combine and merge verts for all similar pieces (like all wall sections) below a certain poly count when it builds. It also drastically cuts down on poly counts too.
Hey Everyone, I am having trouble with the High Poly version, specifically where the two curves meet. I am trying to use "Smoothing Groups" to solve it but it's not working. Does anyone have any tips how I can make the transition smooth? Thanks