1,2,3: Sounds like your meshs are tiny according to the warnings. Ask yourself what scale are the meshes in blender as well as the unit scale of the blend scene. What is the scale in your obj exporter settings (assuming you exported using objs). I do know that in the past if you try to bake AOs in xnormal with arbitraily…
Hmm strange, it should work. I'm guessing the vertex order was changed at some point, causing the problems back in zbrush. When you export, make sure you have Groups unselected (tools>export>), if you have assigned polygroups to your model then exporting it would cause it to be split into pieces. Reconnecting these would…
I actually used blender for it, and at first the exportation process was a bit of trial and error, but now when I know how it's probably a quick 10 minutes or so. the ogre exporter for blender will export the mesh, compile it, copy the texture/s it uses to the same folder in my torchlight mod folder. in torchlight you just…
Hey folks! I am seeing a problem with textures I've created in Designer that are not displaying correctly in UE4. More specifically the problem is that the Albedo/Base Color is super washed out in the engine. Here's an example texture in Designer with the Display sRGB ON by default Here's the Texture in UE4 with the sRGB…
Hello Guys/Experts ... I have a question about the creation of a racetrack environment that I can't figure out. For a future car game project, I'm anticipating the best way to build a nice track (not only a track but a road network over a terrain) ... I've checked out as much youtube tutorials I could find about that…
So I've done a bit of testing with normal maps in Unreal to see how optimal I could make my results, after testing different things for years. I've known about smoothing groups causing issues for normal maps for years. But only recently learned about how different engines use different tangent spaces and not all normal…
Do not attach images files, just post them using imgur or any other of those sites. As for exporting, make sure that whatever it is you-re exporting is in fact compatible with Marmoset Viewer, since not everything is available yet (exportable fog when you guysss). You can find a handy chart in Marmoset Viewer's Support…
1) Sure you set well the projection modifier. Sure it covers completely the highpoly model. Sure you set well the smooth groups. Caution with cylindrical and mirrored UVs. 2) Try to collapse + XForm the mesh before rendering the normal map/export mesh. 3) I think the problem is that 3dsmax averages the vertex normal when…
oh yah, gotta add the shafts too :) not sure how to do the dust particles tho, hmm.. Sandbox has been pretty easy to pickup and imho I think it's friendlier than UE3. It's very similar to 3ds max with how it does the materials. Importing meshes and getting materials on them takes a lot less steps than UE3. Just export…
Hello everyone, I am a little stuck with string and variables. I understand how to create a string and how to pass it for the most basic use. However I am now trying to do the same thing in a more complicated scenario (for my basic knowledge) and I haven't been able to figure it out. I would love your help guys. Basically…