Should import just fine, I've had no problems before with shunting objs back and forth between the two. Does the UV map show up in the UV vertex map lists at all? (By default all imported UVs from obj get the UV map name of "TextureUV"). You may also want to delete the vertex normal map that gets created, too. It's a pain…
Vertex elements are basically a vertex but there are different types that include different kinds of information (normal, tangent, color etc. etc.). What type 11 is in UE3 I don't think anyone knows. So here's two possibilities: - Your model data exported is faulty - Your graphics card can't handle the data Questions: Are…
If you want to lose the hard edges, you make your HP the way you want your LP to appear. The high poly you are using still has sharp corners with no chamfering at all, so that's what will get baked down into the normal map. A HP with rounded corners will bake into the normal map for the LP, thus causing the LP to appear to…
I meant if you want 2048x2048 texture you bake it 8196x8196 in Blender and then downsize it back to 2048x2048 in any image editor. Well, if Blender wouldn't hang for such an output size (depending of how much RAM you have). It would do it much longer too. Any other soft has anti-aliazed baking option. I don't know why…
Thanks to everyone for the detailed feedback. In the meantime, I have implemented a configurable checkerboard for the background: Regarding your comments, I have the following answers: A Linux version is in progress! A very interesting idea, but UV-Remap only transforms uv islands and can not perform individual vertex…
Hi all! I'm building a new environment in UE4 with another artist (Ilya) and decided to start thread here and share with you my progress and thoughts. I do this environment for a while now and at last have something to show. The idea of this environment is to build European town with some hostile alien sci-fi architecture.…
I'm more of a programmer than a 3d artist and this is more of a system design question than a 3d art issue so I'm not sure if this is the right place to post but I'm hoping someone here might be able to help me :) Anyway, I'm currently programming a 3d "tile" system for a personal project. Each tile is uniform in x/y and…
Hi
3DModelers, This is my
second post about my personal projects in 3D. In that occasion, I am going to
show you the process of Mini One First car’s modeling in Maya, and then I will
texture it in Substance Painter. My challenge is to model for 15 days as a maximum
date. So I am going to begin with it. 1_References
of car…
Hey guys! :) Here's a little trick how to boolean chamfers in 3ds Max It's aimed for Proboolean + Dynamesh Workflow And totally not suited for Sub-D modeling Let's take a simple geometry formed by a sphere and cylinder and make a chamfer at their intersection: 1 Select edges To form a chamfer you need to create a spline as…
Hello, I'm having a problem where my pivot point will not snap to the selection I need it to, the highlighted plane and vertex as you see here. It is causing another annoying problem where my vertex will double and not snap into one another despite having the mirror modifier on with clipping checked. I'm unsure why and…