`hey there.is there a way to unite all splitted normals with one step?atm i select each normal, copy value -> paste value aso. isn't there a more handy way? thanks again, glad there's a community like this...
Hello, I’ve been practicing
modeling for 4 months now so excuse me if I am asking evident things here. I
know this is a subject that has been asked many times in different sites and
forums but I would like to get a clear understanding of the whole process of creating
game environment scene. My goal is to create a portfolio…
My project is currently migrating from Unity 4 to 5, and with that we are adapting to the new GI changes and PBR. We are in linear rendering, and I am using Substance Designer/Painter for texturing. Now what I am trying to figure out for certain is- If I am painting textures in linear mode(not using sRGB for albedo in…
Hey Polycounters, Studio I'm in currently looking for some talented artists to join us. Here are the details: Location: Nottingham Duration: Initial 3 month contract, followed by further months as required. Summary of Key Responsibilities We’re seeking an Experienced Environment Artist capable of producing very high…
OK. You should not expect mental ray to render normal maps the same as Unity. It only matters how the normal map looks in the target game engine. How does it look in Unity? Zbrush baking is not synched to Unity. To get normal maps to shade correctly in Unity, bake the map in Xnormal with this plugin.…
I did triangulate the mesh before baking, then I used a version with quads in Blender and Unity. How can I make sure the triangulation stays the same between the baked mesh and the one in Unity if I'm rigging a mesh in quads? If I export the rig to Unity, It'll automatically triangulate it, but then I guess that won't…
for the units thing, see if max's export was exactly 100 times too big. For me, max has a tendency to do that for me between Maya and Unity. In max I commonly find myself working in meters and exporting in centimeters to solve that. For the fbx problems you are having...what version of Maya are you using? 2010 and older…
We are a digital fashion studio, looking for metaverse experts who can help to initiate proof of concept work flow for converting high fidelity 3D assets into metaverse usable assets, which is specially apply to apparel, retail, fashion industry. We will be providing a numbers of original 3D related assets as starting…
I'm working on a senior project, and we chose Unity to run our level. We are having serious collision detection issues with all the meshes we try to import in from Maya. I don't set up any previous collision in Maya before exporting with the FBX format. Unity ships with a collision creator for static meshes so it seemed…
Video games tax relief - Prolongation for the United Kingdom until 2023 http://ec.europa.eu/competition/elojade/isef/case_details.cfm?proc_code=3_SA_48362 This is great news for UK based studios.