I think he's saying that the normal angle is tied to the material like Lightwave. So no smoothing groups. So if you want only one material and multiple smoothing groups (and most likely you do... :P), you gotta split the edges where you want it to be hard.
yeah, having those extra pieces would get to be a pain in the ass to put in. especially if those areas are not "grid-snapable" you seem like youve got the lightmapping figured out so cutting that one piece in half woulnt result in a seam or anything if its lmaped correctly.
Hey Polyfriends More WIP ! Started working in a specular map, my idea is that I want to catch highlights on the edges of the normal details. My lightmaps seem to be totally f*cked though, check out that cool shadow above the door ! Anyway, C+C welcome as always :)
i think i have the same problem. I run 3ds max 2010 and trying to bake a Lightmap with the scanline render. I tried the tips from above, but no good. Hers a pic please help, dont know how many times i just give up on it :[
Lol i have been getting this error so much it dosnt even bother me anymoore. Usually when i import stuff i use UDK's lightmap unwrap just beacuse im lazy. i mean it works in 99% of the cases. but this thread was really informative ;)
What is causing these shadows to repeat themselves in every instance in my modular mesh? It looks fine until I build. I made my own lightmaps in Maya and ue4 is using them. All edges are snapped to grids etc. The maps are good to go... What other factors could be causing this? Thanks so much, -Trav
Hey, mormoset 3.04 can bake diffuse light. I was thinking of use them as lightmaps in my game, then i faced this problem after testing for a while i found this only happens when the proximity between object and light is low. So, please help if, found any solution or work around to this.
Is there any way to hide the masked portion of a model? Here is what I am working with. I need to put straps around the insides of the legs. I know about using the selection tools, but in this case I dont want any of the other leg. I can do this in Lightwave, but figured I would try in Zbrush first.
I have finished a bear model to put into mohaa, although i need someone to export him with lightray. if you can i'd be thrilled. other than that im releasing a sdk for him if anyone wants to skin him. i'm currently attempting to skin him and failing rather badly. http://www.angelfire.com/md3/jerome/bearsdk.zip
Hey there Polycount! I've been working on a small scene, the interior of a command/communication tent during the Vietnam War. Here's what I have so far. Playing with some DOF Among other things, still have some lighting/lightmap and texture tweaks to do on a few of these assets, especially that white sign.