I have started using image planes in 3ds max because I have found the viewport background to be inaccurate sometimes. Problem is in order for the image planes to show up in ortho views, I have to turn off wireframe, which means the polys are solid and I can't see the details beneath. Is there a way to have the image plane…
Watch the tutorial again, you are exporting it to the Levels folder, I say that the objects must be exported to the Objects folder, like this: \Crysis2\GameCrysis2\Objects\YourProp (If you are using C2) \CryENGINE_v3_3_5_2456_FreeSDK\Game\Objects\YourProp (On the free SDK)
Actually that's what the "$" is. It stands for the selected object. So "$.material" gives you the selected object's material, "$.pos" is the selected object's position, and so on. Now you'll be able to sleep easy tonight knowing there really is a selected object function.
hmm, well the shadow casting in UDK is done somewhat outside of the object shader level. If you want hatching JUST where the shadows are what you'll want to do is: use the full light vector, not just the blue component. multiply this by -1. Take the dot product of that inverted light vector and your object's normal map if…
Wow pretty nice tool. Yeah the normal align suggestion is great idea, Better Default Object Naming!: Object Name system by user. (Can give basename+basenumber for the bake, then Under-slash, then part(if its trunk branch or leaf) then a number again. in this way its easier to work with. You could chose if u want Random…
Hello everyone! My name is David, I am an avid Blender user and a soon-to-be Games Design student. I have done a series of tests to see what is the easiest way to set up smoothing in Blender and how to correctly export that smoothing information in FBX format for later use in Unreal Engine 4. I would like to share the…
there seems to be a bug (?!) sometimes when I have instances of an object with nurms subdivision enabled, the subdivision is 'disabled' when I deselct the object Select object -> subd on Deselct object -> subd off only "solution" so far is to merge the scene into a fresh one.. but i don´t want to merge over and over again…
It will be a mixture of both. The framework I am following currently is: 1. Morph object. 2. Hide Morphed object with Rigged object. 3. Rigged object animates. I am working on a test video at the moment going through the process. It'll be up here in a day or two.
yes。For static object,I set pivot and rotate x axis 90° when i export from 3ds max,and import to Unity the static object's orientation is correct。 but for rigging and skining object import to Unity,the object is backface to camera but it rotation is (0, 0, 0).
Also you can select multiple objects, apply UnwrapUVW which applies an instance of that modifier to each object and unwrap them as if they where one object or individually if you like. The advantage is that they remain as separate objects and don't need to be split back off after your done.