Hey guys, I put an entire UV unwrap in 1 map of a dinosaur (1024 x 1024) . I was thinking of putting the unwrap in 2 seperate maps where 1 map would be the entire head, and its horns and the other map with just the body, and legs. While doing zbrush, I was wondering if the Normal would be better distributed in 2 maps than…
They really don't need to be the same. System units is the important setting as that affects interaction with other packages, world scale and things like viewport clipping. If you set it to cm, you have a 1:1 relationship with fbx's baseline, unreal, substance and many other apps - if you set it to anything else you…
Yup, Max UV channel ID = UDK Light Map Coordinate Index -1. Typically in UDK your diffuse/normal/spec/etc. maps will be mapped to coordinate index 0 (Max UV channel 1) and your light maps will be baked using coordinate index 1 (Max UV channel 2). You can use whatever coordinate index/UV channels you want for anything you…
Yup, just clamp the area you want to use to extract from texture. To combine 2 images you multiply by 0.5 both images and add 0.5 to 1 of them. Then to extract you clamp base texture with min 0 and max 0.5 to get 1st map and min 0.5, max 1 to get 2nd map. You can also multiply by 2 to get them back to their original range…
I use Max with Unreal and Unity. For a long time I worked with the System Units set to 1 unit = 1 cm, but displaying generic units. Now I switched over to displaying in cm just cause I like it as a reminder. Also it was very embarrassing when I realized years down the road that Max will automatically convert any unit you…
@Snowinchina - Beautiful setup. Although I think your desk legs may benefit from these :D The 1.5" would fit pretty well. [ame="https://www.amazon.com/gp/product/B00KMAC2AE/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1"]Smart Surface 8850 Heavy Duty Self Adhesive Furniture Felt Pads 3/4-Inch, 1-Inch & 1-1/2-Inch Round…
As for #1, the tiling on the mesh is controlled by the UVs. If the mesh is not a square shape, then you can adjust how the material tiles across it by extending the UV beyond the 0-1 space. If you had a Wall that is twice as long as it is tall, for example, then you could double the width of the UV beyond the 0-1 space to…
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@Jonathan85 there are some good responses in that Reddit thread. It seems the slight offset with IS systems can result in somewhat less accurate scans. Another person was using a multi-camera rig and the slight delay from the IS system activating was an issue for syncing the cameras. It would be worth doing some detailed…
You will probably have greater chances if you chase environment/prop art rather that characters, simply because the ratio in a typical studio will be 3 (super vague guesstimate) enviro/prop artists for every 1 character artist. At the peak of production of the title I was working on a few years ago it was more like 10:1.…