I think its because your baking software and rendering software is not synced. Check the Handplane thread to get more info about this "synced" thing. If you want to show your final normalmapped model in Maya, then I recommend to bake your normalmap in Maya. Because probably its synced with itself.And if you want to show…
[ QUOTE ] again not something that needs to be "implemented" in code.. we do this, its part of the rig, no programmers required. [/ QUOTE ] Please correct me if I'm wrong, but you're engine still has to read that rig right? As far as I understand typically eye controls are done using look at constraints with some sort of…
its probably pointless to make any general suggestion. if you have a specific project and goal in mind it may be possible to consider how certain tools could help. in general, having steps between edit the level and play the level is worse than having immediate feedback. if you were remaking goldeneye n64, as an example, I…
Hello, my name is Barto(Bazihar on socials) i'm working on my first OC but i just can't get the hair to look good, i've watched a bunch of tutorials and it seems i'm doing nothing wrong but it still looks bad and idk why, i'm using GSCurveTools to place the cards and the textures we're made in FiberShop This is the reason…
I am soon to finish high school and in need to pick a college(if thats how its called) to go to. Now im having a lot of conflict as to what college i should go to,as it determines what i will do in life. So im currently finishing engineer high school and "looking" to go to a state engineer college as that way if i am good…
Vassago: It would as long as you convert to your game engine's tangent space! There'd be no point converting to an arbitrary tangent space (eg. Maya, Max etc) if your game engine doesn't use exactly the same calculations. Ideally either the engine would be set up to match a certain preset, or you would add a specific…
Normally you have an exporter for the specific engine. Most of the time you have to define a certain range for specific animations and such like 0-29 = Idle , 30-59 = Walk,60-89 = Attack and so on. I don´t want to be rude but why bother with a Java 3D Engine? Why not stick with Ogre3D, or more complete engines like Unreal…
- In what IDE do you plan to import the data ? Max / Maya / C4D ... ? - what is your render engine V-Ray / Arnold / Redshift ... ? The best tool imo for complex water simulation is definitly houdini. Houdini will give you 3 types of data in output - ocean geo -> easy to export as .abc - volumetric foam -> easy to export as…
I could also forgive the engine for being hardware intensive when running the game on the wildest settings, that's fine. But I couldn't play that game on even "good" quality settings even though I had a 8800GTX(which at that time was to be seen as the monster of GPU's out there when Crysis 1 released) while it ran any…