When u open the Edit uvw`s window, position it where u want it to be and after that go to Options and select Save current setting as Default and that will save your position
this one plus, like SAI does it- you can open the mirrored version in a new window so you have the original and mirrored onscreen at once, and either can be edited
yes, it's Fabi_G's example A . You need to relax you hi-poly source a bit with no 90 deg corners . The way the projection would show you a few pixels of sides at least. As of Unreal render be sure Unreal uses your edited vertex normals and not recalculate them back to default positions . I don't use Unreal but recall it…
Welcome one and all to the 95th edition of the Bi-Monthly Environment Art Challenge for the months of March and April! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful…
When I'm editing UVs in Maya, the UV Editor window doesn't update correctly when moving/scaling/rotating uvs... is anyone else encountering this? and if so? is there a known fix for it? Thank you very much. Maya 2008 NVidia Quadro FX 3500
Alright, I did solve it and it was on the surface except only one thing. You have to enable Modeling tools Mode inside your Plugins window, then you go to XForm and Edit Pivot, set it, apply, done. Hope I could help
If the ini thing didn't work you can have a MaxScript savvy team member edit your Macro_UnwrapUI.mcr file to change those settings everytime the unwrap window is exposed.
Was solved with applying a Power node with Exponent of 2.2 after loading the texture. Now this whole dilemma makes sense. EDIT: Sorry, in my case, add the Power after applying your OneMinus. :)
I guess I should keep this updated as I get a little closer to a solution. It looks like Unreal Engine allows customized UV channels separate from the the UV manipulation that you do before the texture sample node. So I guess that's one way to edit UVs after the texture sample node. I haven't set up the whole material yet…
Whenever I'm editing my animations in 3dsm 7 using the curve editor, cpu usage spikes up which results in displaying jumpy animations. When I minimize the editor it'll display the anims smoothly again. Any way to fix this?