I have a 3DSMAX 2011 scene (directx mode) with many objects and when I assign complex Vray materials to the objects in the scene the viewport slows down to a crawl: 4FPS. When I apple a simple Vray material the viewport performance is about 40FPS. When I apply an simple Standard material the viewport performance is about…
A collection of detailed objects and furniture to populate any interior bachelor pad/lad's pad/man cave environment! Available on the Unity Asset Store here: https://www.assetstore.unity3d.com/en/#!/content/29099 The full list of objects includes: * Two arcade machines * Pool Table * Two ashtrays * Cactus pot plant *…
The purpose of metallness vs. spec/gloss has been made clear. Only use it when working on metallic objects. However if your object is a mix of metal and dielectric then flood the dialectic portion of them black. The dielectric always comes out just fine in a metalness map. I figured that if I have an…
Doc: https://docs.blender.org/manual/en/dev/editors/3dview/object/properties/duplication/duplifaces.html I just couldn't get it to work. I have parented a smaller cube onto a larger cube, but with Instancing set to Faces/Verts, nothing is happening. (DupliFaces has been renamed to Instancing, I couldn't a tutorial on…
Hi, i have a problem, therefore im here :poly141: So im working on a scene using a udktools script for Maya and its incorporating different scaling and position to all things, so when i importing an object from Zbrush its coming very very small and i need to scale in by hand. Problem is: with all that positioning and…
Hello, I'm trying to mirror an object and it's normals. I have an object with edited manually normals ( now explicit ) which I want to keep. If I mirror it with Mirror tool all looks fine, normals are mirrored and the explicit ones are kept intact, but as we know the scale is wrong. I need to use Xform and Normal modifier…
Hey, sorry if this is too basic for its own topic but I couldn't find any straightforward answer. I have a model in 3DS max that has about 40 separate objects in it and wanted to export it and then import it into Zbrush so I can work on it a little bit more while still maintaining the number of objects and the name of…
It's weird Painter still doesn't have easy fix for this . Designer baker has "skew " mask option for example . You also can project base box UV on the floating geo ( if it's one sided ), bake object space normal map and re-bake it to tangent space in any 3d package. Sometimes helps with complex things.
Hey guys not sure if this is the correct thread to be posting this in so please feel free to delete or move :) I and going to be starting my 3rd year of games desing at university next year and decided to get some practise in over the summer. I will be creating 3 levels in unreal as part of a project and wanted to ask some…