Id much rather play on a smaller area centered on my screen than having it upscaled and blurry to fullscreen. I tried disabling upscaling in nVidia control panel and it adds a black border but it still upscales.. Anyone know how to do this? Ive seen it before but never knew how to enable it
You're looking for flipped normals in those problem areas, check both sides since it's transparent. To make it easier you can enable Backface Culling and see if you can find holes in your mesh. On another note, why wouldn't you smooth it for a render anyway?
ejeet31 sorry for explaining this poorly! When you reset the license online (At www.quixel.se/login) you enable the license to be installed on another machine. This you can do 5 times. so it is possible to install it on two or more of your machines and not having to activate/deactivate it all the time : )
Cool can you post your solution for other people to see? Vertex color is supported, simply paint Red and Green vertices in Maya and export the mesh via FBX. On the shader enable Vertex Color and you should see the the blends being influenced by vertex color.
No. Its on the spline mesh. Select the node where you create the spline mesh components, and enable it on that. Like this: If that still won't do it, I'm sorry but yeah this isn't working with spline meshes. In that case, I'm not sure how you should approach this, because this is the standard way otherwise.
I'm not sure Unreal supports Animations that are not bone driven. The easiest thing to do would be creating a small box as b_root, linking the other object to it. Make a Snapshot of the Object on Frame 0 and skin it to these two bones (with no influences of b_Root). Keep in mind to enable Bone Translation in the AnimSet.
Well, I will use whichever Has it best, since I have both. Why don't they make the differences more clear? Anyway, The problem is not in the GI Multiplyer, there is nothing to multiply in a lot of indoor areas for some reason. Is GI enable for all light sources or just the sun?
Don't think that it's possible, but I know if you hold ctrl over any function in ZBrush it will explain the function and hotkey with the description. If you hold ctrl over a function and then press alt you will get an alt description with a hotkey as well. All as long as help mode is enabled.
there are a couple of scripts that would enable you to do this on a face-by-face basis (setting normals to be perpendicular to their respective face) .. I think there's one by SyncView and possibly one by FunkyBunny? and: http://www.scriptspot.com/3ds-max/scripts/poly-average-normals but i might have mistaken the…
As I understand it, if Unity recieves an FBX file with smoothing group information in it, it'll recalculate the vertex normals - even if the mesh is already supplied with vertex normals. So you in your FBX settings you need to: Disable "Smoothing Groups". Enable "Split per-vertex Normals".