My biggest question is how does the lowest detail object have the same UVs as the main object? Do you lay out UVs on the original and then duplicate the object and remove edge loops etc to create the next LOD and so on? This may be pretty simple but I just have no experience in creating them.
Hello ! This is my first creating a thread in this forum section,long-time lurking i was :D I have started working with the mia_roundcorners shader in Maya to prototype some quick modeling workflows using it.Everything seems to be working when it comes to creating shapes and applying the shader on them,but things get…
I think unless you have the the same mesh shape/resolution, you will always have this facetted pattern, it will just get smaller/ less noticeable as the lowpolys shape nears the one of the highpoly. When I bake heightmaps, it's mostly baking down tiling highpoly geometry to a plane, can't say much about object-specific…
I just tried it but it doesn't work, when i minipulate the object itself it follows. But when i keyfram the object the outline stays where it is. I have tried the same thing in maya 2014 and apperently it does follow the keyframed object there.
Painter splits objects up by material so any exported objects that share a material will be baked to the same texture. There's no need to combine meshes etc. for any of this - you can unwrap multiple objects together in Maya
Yeah AO is not a real world thing. AO is a rendering hack we use because realistic lighting is far too expensive to render in real time. The ideal use for AO is to be used in a shader that multiplies on the ambient light as Farfarer notes. In Toolbag 3, the AO slot multiplies on the ambient (image based lighting) diffuse…
Hey, what about few id mats on object? Like I have 3 different tilling textures on my object (for isntance, wood, bricks, concrete). I assume i would export object with seperate meshes (no problem with that), but will 2.0 handle this?
could you try to export the object as obj and reimport back... i had some corrupted objects in the past and was able to repair them this way... an other trick would be to use an alembic GPU cache as live object.... cache --> GPU cache --> export...
AFAIK, Max displays the Objects Color in the UV Wireframe, to make i easier to distiguish betwenn different Objects when using one Unwrap Modifier for multiple objects (since Max2010 methinks). If changing that doesn't work, ther might be an option in the 'Options' ;)
UDK places objects on a grid. If you keep your objects aligned to a grid it makes placing them easier. If your object hangs off the grid or the origin/pivot point is off the grid then placing and aligning them to the grid in UDK is much harder.