just default settings for the bind and closest distance should do the trick. it is likely that the bind achieves what you want, but if it does not, then you'll use the skin weight tools to fix things up.
Hi! Next to matching the curvature of low and highpoly more closely, the shape of the highpolys bevel can also factor in. I'd say here the "black" spots are the result of the average normal rays hitting the sides of the highpoly. Here is a series of tests with smooth and matching curvature + rounded and wide 45° edges,…
first thing (color space): dont fanny around with color space in designer unless you know exactly what space the textures you are importing are stored. marmoset will (should) poop out normals, occlusion and height in linear space which means that if you leave designer at it's color managed defaults and export raw it won't…
This is a major stability and content upgrade with new high-res fabric and leather scans, workflow & UI improvements and a TON of fixes and improvements thanks to the awesome community :smiley: HUGE shout out to Alvin Shih for the stunning artwork! - Bunch of new Megascans fabrics and leathers - Upgraded all Iron, Steel…
The color difference I think is due to unreals default tonemapper. To test if this is true you can disable the tonemapper: https://georgy.dev/posts/disable-tonemapper/ If those commands are outdated in ue5 try: ShowFlag.Tonemapper and ShowFlag.Tonecurve you can enter these in the command line thing (press tilde) Usually…
Hello all - I am running into an issue with my export settings in SP. I recently added an ID map export output to my usual setup (which consists of all the usual maps with a few tweaks to the default settings to make my life easier, like making sure that even the BW maps are exported as RGB files, exporting both Yup and…
Hey people, I've got some questions about xNormal normal bakes vs. Max (3.18.9 vs. 2013 PU6). This may be an extreme example and some of these problems are likely to be invisible in game but I'd like to hear your thoughts regardless. Note: * All maps were baked uncompressed with no supersampling or antialiasing at…
https://matiascodesal.com/blog/how-to-convert-maya-python-2-code-to-python-3/ there's a bit more detail on that link If you follow the instructions in the post above as written you'll be running the default windows python interpreter (whatever version that is) which won't have the 2to3 library installed. Instead you need…
Hello guys, so I really considered what would be the best possible topic that could be of interest to the community as a whole and in the same time give me the needed help because my CG career hasn't even started and I am hitting a brick wall. That wall is the implementation of: Linear Workflow and the many hurdles of…
If for some reason you still want such detailed geometry for close LOD project/ transfer/ borrow vertex normals from next LOD without that extra geometry. You will see no shading gradients if you don't have them on that "next" lod . Use attribute transfer in Maya, data transfer modifier in Blender or 3d party scripts for…