Hi there, Last time I did it was that way : source model - Uvs on default set target model - Uvs on default set. Hence you can try using the same set on both models for map transfer. Both on second set I mean. Hope it'll work.
Can anyone clarify how companies like CyberConnect2 and Arc System Works keep their normal edited meshes looking so clean even with skeletal and morph target deforms in UE4? I get clean normals for deforms in blender by using a proxy mesh to copy normals from. Is this possible in UE4?
Hi guys, i managed to get a render target of a textured model in shader fx (with Kodde's tga pbl shader). But the blur in the red channel causes it to leave some nasty cyan bleeding along the shadowed areas. Is there a way to mask out the blurring in the lit areas? help would be much appreciated!
I am curious about what specs the latest MMOs on Mobile are using. I know your min spec really comes from what device you are aiming to put it on. However, if you were targeting a phone made within the last couple of years, what would be ideal for what can be displayed on screen?
Hey everyone ! I have just ended a Gameloft art Test. The main purpose was to create a concept based on a tower defense and to model it. The target was for Casual gamers (mobile device) in a Sci-fi environment. Limited 1000 -> 3000 polys 1K Diffuse (optional, Normal map, Specular map) if it can help somebody :)
Decided to start doing really stylized animation targeted work, and also I'm gonna stay in zbrush for a while until I feel like I have a couple of projects which I'd like to take to a final polished stage. Anyway this is Winston from the Disney short-film 'Feast' CC is always welcome!
I need to do an assessment of the polycount budget for a module-based service (not a game, but works as a game) where the main target platforms, or rather the comparing platforms, are tablets and PC. I have never done this and is mainly looking for some tips, links to articles or any other input that will make sure I don't…
i've been using a (modified) version of that script for years, it still works fine in 2018 its a c# script so make sure you save it as so - a .cs filename, not unity/javascript which is .js .Also make sure the script is called the same as that defined in public class "EditorObjExporter" any specific compile errors will…
rigging, skinning & re-targeting motion capture on COD MW2 Ghost in Blender 3D is a great experience. The 3D model by Infinity Ward is easy to work with, it is a very well thought out low poly design that is optimized for such work & game engines.…