Are characters with props that are on separate UV sheets able to be imported as 1 fbx into UDK? - If so - how would I do that...I tried just having them all and exporting them from maya - but i got a situation where half of the model is missing or invisible
Okay so here's the issue. I'm trying to render my scene using lightmaps created on a 2nd uv channel. I'm wanting that lightmap targa to multiply through the diffuse. I know for game engines its as easy as plugging in that lightmap targe in a multiply area for the 2nd uv in the shader. But I've never done it in max. Does…
Hey guys. I've been always wondering how to do this and now I have a static mesh thats small and I dont need a square texture. Right now I have it taken up half the height of the 0 to 1 space. I dont know how I can export this out (Maya User) as a 1024x512 or 512x256 non square texture. I saw a thread here before but cant…
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Looks much better! The black gradient on the meshes are results of assigning 1 smoothing group everywhere. If you want a sharper look at some place, just click on the auto-smooth and most of them will end up good. But for more curved surface, assigning a smoothing group 1 is the best way to do that. Anyway, if you want…
Hi guys, I have an ambiant occluion map using uvset2 (object unwrapped totally) while on my uvset 1 i have tilling diffuse. I'd like to blend my texture information (uvset01) and my ambiant occlusion (uvset02) at rendering in maya mental ray. Is there a way to do that. I tried with a multiply node but i can't choose the…
Amazon buys video-game streaming site Twitch $1 billion Sorry if you already knew this but I must have had my head in a bucket at the time. http://www.bbc.co.uk/news/technology-28930781 Also, Why Do We Watch Twitch? [ame] https://www.youtube.com/watch?v=o33l0D7WmCc[/ame]
If I have some repeating parts using non split seamless UV repeating beyond 0-1 space? In the new version maybe? It's very huge limitation imo . A reason I often prefer 3d coat over SP
Hey Everyone, Here is a new project I am working on. I really wanted to get back into some toon sculpting and I really like the look of these guys. I am a really big fan of Creature Box art; its a style I am comfortable with, but can have its challenges as well. There is still plenty to do and tweak on this. I am wanting…
Is it possible to assign skin weights greater than one while retaining the vertices positions at bind pose? I know in maya I can set normalize weights to none for the skinCluster, which then allows me to assign weights greater than 1. However this causes the vertices to shift from their original position when the character…