This thread is only for reporting errors on individual model archive pages. Posts should read something like: The rating scores for the Quake 2 Undead Warrior don't look like all the other models'. Or perhaps: The Quake 2 models Alien and Sailor Moon have "related links" sections, but don't have "related links" headings.…
Hey guys i need some help my 3Ds Max is Rendering all funny after i formatted my PC and tried to render to texture a model and after render i applied it to my Mesh and it was on extreme low res only a few parts were ok but other were extremely low i baked it at 4096 x 4096 and it was Crap. My recent baked Normals Map is a…
I am making two arms that are IK/FK Switch. The Left arm is great! I'm using a blend color node to swap between the ik and fk and it all works on the left. I put the rotation x y z of the IK shoulder elbow and wrist into Blend Color1 and the rotation x y z of the FK shoulder elbow and wrist into Blend Color2. I link the…
depends how you want to drive it the simplest way is probably to use a tile sampler set tiles to many in x and 1 in y plug a noise map into scale and have it only affect the y axis (pretty sure you can do that) if you want full control you'll need to dig into pixel processors and/or fx-maps I dont have any really good…
So Im not exactly new to Modo but Iv been having the same problems over and over sense I started using the software. Im using 701 on a mac. First off Ill say if anyone can jump into a google hangout with me and just explain this stuff It would be way appreciated! Tutorials and videos are great but its become really…
These below are six of the 12 sets I have. I tried already with 2 x 4K textures but there was a bit too much loss of details from the baking, even though I made the cage in marmoset as tight as I could... Maybe as Blaizer suggested, 4 x 4k maps would have been better than 12 2K, for the in game version. I can squeeze more…
With any software it tends to boil down to.. Can you do something much faster with a new piece of software and meet the requirements of the pipeline? (And how much $$ it costs too) You should try an answer these questions for yourself. Just because someone says that you can use "X" piece of software to make "X" asset…
- In the Texture shelf, right click on the ID mask and click reload (if not found you will be prompted to relocate), - Then inthe TextureSet tab, remove the current ID mask (X button) then point to your newly reloaded texture source. It will then reload it for all color selection masks, and your whole layer stack will be…
Thanks for the info on that. I went away over the weekend and continued tinkering with the UDK material editor. I came up with the node setup shown in the attachment below which seems to roughly emulate the coderesult.vertex.y -= result.vertex.z * result.vertex.z *_Offset; from the Unity shader. Inasmuch as it moves/curves…
Hey, Good start but I would advise looking at some more reference. A quick Google search can give you a great start. At the moment I would suggest lowering the height of the tiles and the gaps in-between them. Make them a little less square and add some grouting between the tiles.…