Hmm you may be right, if nothing else I could probably get away without it. I just finished the HP sculpt and am going to retopo it, if nothing else its a fun hero asset, but I will certainly try with and without. Thanks! I'd love to know if anyone else feels the same. And thanks for the lighting feedback as well guys,…
Fixed it! Always good to have friends that know programming... Go to .../xNormalLocation/ui/ and open up controls.lua with your editor Delete everything in it and paste this: --[[ xNormal UI generic controls (c) 2005-2015, S.Orgaz.--]]dofile ( xn_get_ui_path() .. "utils.lua" )dofile ( xn_get_ui_path() .. "input.lua" )--…
here ya go, ultra-quick and dirty. Just bind it to spacebar: macroScript gizmoToggle category: "GregsScripts" ( gizType = toolMode.commandmode as string if gizType == "select" then (toolMode.commandmode = #move) else if gizType == "move" then (toolMode.commandmode = #rotate) else if gizType == "Rotate" then…
I'm actually using reflect/refract, as far as the deformation goes, it's exactly what I needed. I tried playing with your hints and found the solution : The trick is to set the "self-illumination" "slider on the right to 100. No need to use a self-illumination map or to change the diffuse/ambient, maybe you were referring…
@Ambarawaa20 Hey, welcome to Polycount. Just noticed this thread got bumped, so I updated my response above in case you or anyone else is still checking for info on UDIM's. They're fairly standard now, much more so then they were 4 years ago when this thread was created.
@PolyHertz exactly. I wish there were a simple setting to turn off self-shadowing. @Eric I'm rendering but want to keep game engines in mind. I'll try turning on the Self-Illumination, I think that will help. The hair is a separate mesh with separate mat id. A translucency map may help too if I can make one. Do…
Thanks for the advice! I’ll explore ArtStation and think about creating a cartoon series. However, do you think this specific model is suited for a cartoon, or should I focus on something else?"
make sure your light has its lighting channels set properly. Try turning on dynamic, and other shadows to see if it makes a difference with the static mesh pillar. Also make sure the static mesh has its cast shadows option on. Self shadowing appears to be always on if any shadow casting is on. You can toggle self shadow…
I fixed it somehow today. Not even sure how . Switched to green float numbers lines , added "any" integration attribute, something else I already forgot what and suddenly it all works in material (3) mode . Sorry, have to skip too many written approval hoops to share something from actual production. .
Yeah that's the idea. When it comes to stickers or logos you just save those as .png files in your image editor of choice and place them in a decal library folder that you point DecalMaster to. There's also a baking tool included so you can model out high poly surface decals in Maya then bake them into normal maps, but if…