SOLVED: Figured out with the help of support via email, that if I brought the fbx into a new scene then re exported it, it would show up correctly. I've been running into an issue the past couple days and haven't found a solution yet. When I import my model as an fbx with animation baked onto it, the shader looks…
If the diffuse is calculated as a phong or lambertisn term (like it probably is) then diffuse power should have the same effect on model lighting as spec power does on specular lighting. Ie make it More directional and less diffused. Just slap a constant medium grey into the diffuse slot, then put a scalar into the diff…
Dear All, I would like to ask what the subject means. i read this article: http://www.zspline.net/blog/a-3d-game-asset-workflow-part-i/ and below the "If a single artist works on the asset from start to end, the workflow can be optimized:" you can read "Low poly object hi-def texturing". I wonder what does it mean. In the…
Dear All, I would like to ask what the subject means. i read this article: http://www.zspline.net/blog/a-3d-game-asset-workflow-part-i/ and below the "If a single artist works on the asset from start to end, the workflow can be optimized:" you can read "Low poly object hi-def texturing". I wonder what does it mean. In the…
Dear All, I would like to ask what the subject means. i read this article: http://www.zspline.net/blog/a-3d-game-asset-workflow-part-i/ and below the "If a single artist works on the asset from start to end, the workflow can be optimized:" you can read "Low poly object hi-def texturing". I wonder what does it mean. In the…
Dear All, I would like to ask what the subject means. i read this article: http://www.zspline.net/blog/a-3d-game-asset-workflow-part-i/ and below the "If a single artist works on the asset from start to end, the workflow can be optimized:" you can read "Low poly object hi-def texturing". I wonder what does it mean. In the…
I'm working on this ka-52... ...and, since it's a low-poly model, I made a little bit of optimization that resulted in small smoothing groups issues: 1) on the bottom in the places where one vertex connects a lot of edges 2) in and around this notch The question is, how to avoid these problems in case of using smoothing…
ok, so does UDK run slowly with only a blank/default level open? If it's running slow with the level, how many assets do you have placed and how heavy are they? (in other words, is it the application or your work that runs slow)
ok folks. so sorry for this. i have been having some monitor weirdness going on. posted thread earlier bout diag boxes not showing up in pshop. solved that(had to ctrl shift alt while starting to trash all preferences) SO NOW....my material editor diag box in max 8 is not being displayed at all. other boxes do...chamf,…