"Is the workflow that different from Gears of War 1 to Gears of War 4?" Do you mean original GoW 1 or the remastered GoW 1? Look at all the "how do I do PBR" threads on Polycount. But this is derailing, I'll just continue to facepalm at all your posts silently from now on.
Hm the problem now is that the Corner Vertices from Bone1 which is not set as cloth, falling down with the vertices from bone 2. why? Value is on 1, and i have selected all vertices and added to joint 1
Did some more work on the hair shader. I cant seem to find a value for the offset h, so I am currently using a random offset, which is the cause of the noise in the specular lobes. Some gifs of the parameters: BetaM - Longitudinal roughness from 0-1 BetaN - Azimuthal roughness from 0-1 Shift: shifts R, TT ,TRT along hair…
Is there an easy way to do this? My default game view is first person, yet I'd like to switch it to a freefly cam to see from other angles. Also is there a quick and easy way to have 1 to 1 collision for your meshes for the purposes of a block out?
Height in Painter is signed so has values ranging from -1 to 1 In designer the range is 0 to 1 That's why they look different. The intensity of the height is something you can tweak as advised above Also If you output a normal channel from your material that will combine with the height and can cause it to double up.
I'm seeing on your low poly model, the normal of the blade tip from your UV picture. The only portion that was in the 0 to 1 space. Basically, shrink the UV islands all down into the space from 0 to 1
1. Can Max bake lightmap to 1 file from many separated objects? 2. Can Max take into consideration smoothing groups during baking? 3. If not 'Render to texture' from 3d max - what program do you use to baking lightmap?