Hi ! I'm creating a rigged character in Maya 2018, via Advanced Skeleton, meant to be exported to Unreal Engine. So far I have a complete rigged character with basic color textures, all I want for now is to export this into fbx for Unreal. But when I do so, I get plenty of errors : <div>The plug-in has found the following…
Hi there, First off, sorry if I posted this in the wrong place but I wasn't really sure where else it would go! I've been trying to model a vaulted ceiling section for part of an environment I've been procrastinating on for quite a while now! After an awful lot of trial an error I've ended up with something I'm moderately…
Hello! I'm trying to load a custom package, and a package that came with tutorials that I used to make a level in UDK (learning). I have these packages saved on two different computers. Both of these computers run the same version of UDK (Version: 10499 changelist: 1426632) and I don't have any problems on the second…
I need some help getting this animation file into UDK [ame] https://www.youtube.com/watch?v=dFQfvZtgTa8[/ame] I read on this forum that you can use a spring controller to get a bouncing effect. So here is what I tried and then I got stuck: 1. I uploaded an unrigged model to Mixamo's autorigger 2. I downloaded it then added…
Hey all, Recently making the transition from 3ds Max to Maya. So far so good, except how horrible my renders are coming out (normals). I've tried using Turtle but I don't think I can "bake" properly as I'm not using LT and the bake button isn't anywhere to be found, I've tried rendering by hitting the Clapperboard but I'm…
Hey guys, Im a modder for shogun2, and I am having a little trouble importing some ripped models into the game. First off I have rigged and imported about 100 models to Shogun2 so far. all working just fine. The problem is with these "ripped" models taken from Koei games with programs like ninjaripper/3dripper I just…
Does anyone knows a terrain tools or just a simple way to generate them ? Looking physically accurate more or less? So far whatever terrain generator I tried , Gaea and such are only capable to do roots like looking errosion while I need more like a dried river bad with intertwined streams. Generative AI seems useless for…
@Paxwort That was good advice about the materials thanks! I had to play around more with the lighting when I started adding materials. I'm finding it challenging to make the metal look not too dark or too bright and shiny. These are the tiling materials and trim sheet that I'm working on in substance painter. I'm using the…
I wonder why you're using the Auto Smooth option in Blender? That would seem to be overwriting the incoming vertex normals? About synching: The glTF specification says renderers should use MikkTSpace tangent space with the OpenGL X-right Y-up convention to render a model with normal maps on it. Which means the baker needs…
I'm biased of course, but Toolbag is the best baker out there. @Ashervisalis covered most of the important bits. Toolbag shows a real-time preview of your bakes, and has tools to correct skew and cage errors in the viewport. This makes it very easy to diagnose and fix problems. Bake groups (which can be set up via name…