Hi all, quick question... (iv looked all over and cant find an answer) I have a character model with 3 textures (1 head, 2 body, 3 legs) the problem is when I render to texture max creates one texture with all the ID sets overlapping.. can I make max create 3 textures one for each material ID ? Thanks in advance guys! Jody
i'd love a system like that, also maybe people could motivate their points so that would give some constructive feedback along with it. + only people serious about voting would vote or a simpeler version would be just top 3 votes in 1 topic 3 = 1 point 2 = 2 points 1 = 3 points and then add them up in the end
When talking about the uv planar gizmo is this what you're refering to?: As for importing from max, obj isnt going to let you have 3 uv sets. you could import 3 copies of the model with the different uvs and merge them into 3 uv sets directly in maya. Alternativly you could use fbx format which should handle the conversion…
Well my 3 ideas didn't work. 1. setting the faces you didn't want distorted to have custom normals. Results had projection errors. 2. Same as 1. but averaged the cage. Results had projection errors. 3. Tried to split uv groups and back and then merge. It completely fixed the projection, but caused errors on the seams like…
I have 3 this year: 1. Win the biggest looser competition at work, a bunch of us over weigher's have a competition going starting Jan 2nd ending when the game ships. 2. get back to the gym after 2 months of not going. start a new routine, and sign up for boxing. 3. complete 3 UT2004/UT2007 maps by june'07
I have 3 Low poly and 3 High poly pieces. Am selecting all LP each with individual projection mapping but rendering results in 3 separate maps. Is there some setting in bake to textures to force it into one map? Otherwise my only options are to... 1) put them together in photoshop (fine but annoying for testing) 2) attach…
try this (convex only though so concave would need to split into convex then recombined after being wrapped individually)... -- creates a ray point along the edge fn getEdgeRay msh edg =
( ze = edg - 1; a = (mod ze 3) + 1; b = mod a 3; fverts = getface msh (ze/3 + 1); v0 = getvert msh fverts[a]; v1 = getvert msh fverts[b +…
While I love Diablo 3, the game was in development for 10 years, thats a lot longer then the average 2 to 3 year dev cycle on most games. Also with Diablo 3 you have a fixed Iso camera, you cant run 360 around objects so its easier to hide seams. You just put them in them on the opposite side that the camera is facing.
meh, like some have pointed out all ready. 2/3 games (3/3 if you ask me) dont really have much to offer, bombed. the messed up part is that the people being sacked are probably artists and whatever kind of programmers. not the gamedesigners and gameplay programmers, the people who messed it up. gamedesigners, who in my…
That balcony, I dunno...I was thinking about maybe making some stairs going to it. or something else. I do not know yet. Hammer and Radiant are used for what games? Half life 2 and Doom 3...LMFAO I think I just skipped right over that...I thought the id engine was for doom 3...tech 3 or what ever. Or is that just another…