Yes, it's legal. You'll need a .bsa unpacker, i used fallout mod manager, but I think a new tool for skyrim might have been released. For the models, NifSkope, but overwrite it's nif.xml with my updated copy until it's merged into an official build.
@Froyok @Jerc thanks! I will try using spec level instead. Froyok, my intel was wrong. I took the hint off the 2nd reply on this post: http://polycount.com/discussion/132714/what-does-the-specular-channel-in-ue4-actually-do
Usually happens to me when one or both parts are instanced copies that remain when the original is deleted - if you've duplicated something as an instance before and are trying to merge it, normal duplicate both objects, move them off to the side, and try combining those.
You could use floating geo to get the placement down quickly, then at the end when finalizing the mesh chop the geo up and merge the floaters in. This may suck depending on how many holes you need, but if its just a few it should be easy.
Nicely set up, surprised you got so much out of so many little bits. Just remember the more segments you have the more draw calls you have, so probably want to merge it all in the end. :D
sef, i wasn't saying he should bitch about, or even comment on the state of his company. my point was merely that you should ALWAYS be worried when your paycheck doesn't come through. companies lie. fact. look at midway?
So why are you doing this again? I would just merge in their models as I graded them if I was doing that, and make sure they overlap exactly, the mesh, then check the UV quick. But I think Renders method with reference is the best u will get.
Scanline? Kind of a pain in the ass if you're also baking MR-AO. Maybe merge your file into a new scene? Xnormal? I've never used MR for normal maps, I'll have to play around with it and see if I get any troubles.
another idea: highlight or add a color note to the line of those objects in the list that are already available in the scene (aka the objects to be merged or replaced) so that one quicker can see which objects are already exported or available in your scene from the list.
That's the exact tutorial I was looking at that doesn't resemble 2.48's material UI anymore. Anyway, the workaround for multiple materials is assigning unique materials to separate meshes and merging them, but workflow wise you're better off keeping them separate anyway.