Hey folks, wondering if anyone has had this same issue. I'm trying to use an object space normal map for a model. Every part of the model is uniquely unwrapped and I have double-checked that none of the UVs are flipped. The problem is that every part of the model facing a particular direction is dimmed out / incorrectly…
Object, materials and layers were gone while i was working on my model. Wherein shapes in my scene are still in place.Has anyone come across a similar??
Is there any way of 'flipping' or mirroring a duplicated object by doing the old -1 scaling trick. It works in Unreal/Unity, but seems to just set to 0 flatness in Marmoset - or is there another way in this?
Not that I've done anything on it yet but I was thinking of making the fingernails on a bunch of characters separate objects so that if say they became 'boogie creatures' I could swap out the nails for a different set that fits their condition or even transforms (which is what I'm looking into). Is this an inherently…
Hey guys, i remeber seeing myself a modifier or script for 3d max where you could use the uvmaps of an object to flatten it, so once you applied you got a uv map like mesh, i have been searching for it the hole day but cant find it :/ Anybody got an idea of modifier/script what i am talking about?
Hey all, I've been having a hard time displaying HP Objects. Now in the view port i just use a standard shader grayish with blue specular and jack up the values
Hey all, I've been having a hard time displaying HP Objects. Now in the view port i just use a standard shader grayish with blue specular and jack up the values
Pleased to share the Cyber Objection, a Legendary Mythic SMG for Rogue Company. It was the first weapon I managed after being promoted to Weapon Lead and involved lots of fun collaboration with other departments; Unique animations, an ammo counter, reactive effects, and scifi laser audio. More -…
Hi all, I asked a similar question to this not too long ago, but I just wanted to double check on something. So when you are using a reference image to build a 3D Prop for an environment, if it's something that you are trying to build that actually exists in the real world, should you try to take as many reference shots so…