They're not all standardised because the implementation of the shader is what really defines what they are. 'Emissive' and 'Self-Illumination' as an example can be interpreted to be two different things (and are when I personally use them) - a self-illumination map is where the object can light itself, whereas an emissive…
I think what Jerc said, was we do not support multiple cages: if your fbx contains two models with two different materials each using a specific UV set, since the cage relies on UV you can't merge the two cages. In this particular case you'd have to use two cages and for now you can't specify the two cages in SD/SP. So, if…
select the meshs then run this (first mesh selected is the one that'll be kept): allSel = selection as array if allSel.count >= 2 then ( keepMesh = allSel[1] delMeshs = deleteItem allSel 1 ProBoolean.createBooleanObjects keepMesh delMeshs 2 0 0 ConvertTo keepMesh Editable_Poly ) else (messageBox ("Please select at least 2…
Hate to double post but I can't seem to edit right now. As an edit to what @Noren said you are correct, I found some more information on this essentially near camera objects and lights receive realtime lighting while the far camera objects receive high quality baked lighting which also includes shadow detail from near…
https://www.youtube.com/watch?v=so3SQoageD8 What I wanna do is like this, but in environment and got multiple object. I can find some link that teach turn the model to AR, but that is very less source that teaching how to make a 3D model and the most important is the uv. I‘m using Maya. What I can find is only this video(…
Looking good for a block out. Are you just starting to try 3d? If so, I would suggest looking into how to do ambient occlusion, normal maps, texturing, or lighting. Right now those are the biggest things to improve from here. I would suggest to focus on one and try improving in that skill then trying something else. Like…
Here is a usefull script for you to get started which will output your current Object selection in Max into a As3 array. outp= "var array:Array=[";--create a variable container to hold a stringfor i=1 to selection.count do(--for i loop, starts in max always at 1, all arrays are 1+ based local obj = selection[i];--create a…
I'm still getting seams. Just to be sure we're on the same page: 1. File -> New Level -> Default 2. Alt-drag the floor object with grid snapping set to 100, so that there are 2 adjacent pieces. 3. Create a material with a Constant3Vector set to a bright color, multiplied by 8, linked to the emissive input. Duplicate with a…
I find it funny that people think they can objectively review a piece of art. The person experiencing the game will always bring along their bias and experiences. Reviews/Let'sPlayers should embrace this and not try to sterilize their reviews. I want to know what the game made the person feel, I want to know why the felt…
Yeah, in graphics you often need to sort of exaggerate the degree of bevel in objects that you'd see in real life. It's technically less realistic, but it ends up making things look more realistic because it reads better. The way light hits beveled objects in your scene makes it clear that they're not just perfectly angled…