This discussion was created from comments split from: [Continuing] Random Modo Questions. (In the future, if it's a new question, just create a new topic. This will allow you to summarize your question in the title.)
i did this primarily because I'm going to need it at work on monday but it's a neat enough trick that it's worth sharing here generally speaking I don't do a lot with fx-maps. most things can be done better in pixel processors if you apply enough maths but in this instance I will need to take advantage of their inherent…
I got tired of constantly moving objects to 0 0 0 to export for UDK and remembering to do a few other things like triangulate the model and rename the material, so I wrote this maxscript. With one button "FBXport" does: * Records the objects current position. * Moves it to 0 0 0. * Triangulates the model by adding a turn…
A quick secondary question I'm a bit confused on how I would go about combining several grey scale texture maps into one output > image. In unreal you could expose the RGBA channels in a node, plug in a selection of different masks and then spit those out into spec/roughness/AO for example Below I've selected the output…
Hello, 1. Not at all. If the player can't see it and it doesn't cause performance or lighting issues, it doesn't matter. 2. Double sided materials are slightly more expensive, but IMO worth it if it means you don't have to manage double sided geo. Using both at the same time would be completely redundant. Note that in VR…
I don't see any obvious mistakes in your material so I am suggesting you remove all other control nodes. And create just the base node like in my old thread. That way you have a lot less variable and can tune each node one parameter at a time to figure out what might be wrong. EDIT: a few things I would try after creating…
Hi all! I just started using Substance Designer and Painter, and I recently began playing with smart masks and generators. I'm trying to texture an asset in Designer, and I've run into an issue... The edges don't apply correctly to the edges of my model. Any ideas why? Everywhere there is a UV seam there is an issue. I…
I know theres a lot of correct maya rigging workflows. Please let me know what you think of this rigging workflow for a biped? Is it completely wrong ? How would you change it ? Tell me your preferred workflow. A character should exist in a scene inventory as a single group node containing EVERYTHING related to that…
Looking for additional character modelers to work alongside existing designers who can style match the examples. As well as individuals well versed in editing existing models. Currently, we operate in Blender and use the Unity engine. Our motion capture is done via Xsens. Familiarity with Blender required and Unity is…
I played with ChatGPT during last weekend. Wondering if it would be able to find a few solutions for me in Blenders geometry nodes. And amazing part it does very precise answers of what and how I should do things. It took me pretty a while to figure out that what it offers is not working at all . But it does look very…