@passerby Thanks a lot,..I increased the scale of both the low and high poly mesh to like 100 in xnormal and the error window did not come up.Rendered out my normal and ao maps. @EarthQuake No worries.The renderers work well with the maps now.I just had to reverse the normals on the model.Mental ray does seem to be…
Hi guys, I'm attempting to uvwmap my models a little differently and its presenting some troubles. Just wandering how you guys would tackle a uvwmap like this. I'm struggling quite alot due to a few things like wrong anatomy (probably lol) and bad light sourcing. ( I didn't vertex bake prolly one of the many poor things…
Just tried to script it. The issue is that regular weight maps are vertex maps, and the subdivision weight map is an edge map. So I can query the values from the subdiv weight map, and technically apply them to another weight map but it won't take because the weight map wants them applied to vertices, not edges.…
I saw this topic coming up from time to time, and today I got involved with one of them so I decided to just make a writeup about how to approach this effect using Unreal Engine: References: https://www.youtube.com/watch?v=Ld_peIKWE3A https://videohive.net/item/abstract-surface-of-moving-cubes/18266215…
thanks for the recommendation. I´ve tried the exporter and i think it´s really great. But it doesn´t solve my problems. But i finally found a solution, that works great for me. It´s a neat little tool called UVMapper. The basic version of it is free... I export my meshes from max as OBJ...then import it in UVMapper and…