Thanks everybody, I'm starting to get my head around it much better. Much appreciated for all the feedback! Since the wiki is abit poor, if anyone wants to add this post (please, pretty please do so I can reference it quickly) that would heaven for me. Also, I threw up a couple of links I found which can add more value.…
Hey, thanks for the great tips. I'll definitely be switching my hotkeys around like you did. I didn't know F8-F12 did the same thing. I've already started mapping some other keys, including extrude and edge loop. Those two alone have sped things up a bit. Yeah, I picked up a Max 2011 book and went through some tutorials in…
The stack is evaluated from the bottom up. If you toss an edit poly modifier on top of the unwrap modifier, it will respect the uvs. If you go back down the stack under the unwrap modifier and start messing around, you run the risk of messing up your UV's. You can keep tossing modifiers on top of each other but at that…
It depends. For me personally I would go with CE3 Reasons: 1. No lightmap baking. 2. Very fast iteration on lighting setup (you just add, and change lights as you wish, and see results immedietly) 3. You don't have to make any shaders (and you can't for that matter), but stock ones are good enough for any realistic scene.…
The more nodes that have to be animated the slower it will be, so simple skeletons will animate faster than more complex ones. An educated guess, I believe having one keyframe on every frame --that is, baking the animation onto each frame of the sequence, and setting all tangent types to constant-- is slightly faster than…
I think I know what the problem is.... You see those transform-nodes in there? (shard#) That's the original transform-node from your pieces, and that still holds the animation that drives the joints. I think you've missed a few steps, one being deleting history on your combined mesh. Do this: - Start over from where you…
@halldor "how can I make the settings stick, always when I press play I need to change it again" 1. Open the level blueprint. Blueprints > Open Level Blueprint 2. Create an "Event Begin Play" node 3. Right-click and search for "Get Player Controller" and add it to the graph 4. Drag off of the "Get Player Controller" return…
You will have to tweak the maps to your liking of course. It won't look like in 3DO by just plugging in the maps at least not in Octane and probably not in Cycles as there is no really good preset (yet?). You can tweak the maps in photoshop or do it in cycles with a levels/brightness adjustment node. One way to get the…
Well I figured out my situation so if anyone runs into the same problem hopefully they find this helpful. I create my masks in photoshop, went into 3ds Max and made a composite layer but I'd think a multi sub obj might work? Don't quote me on that part which is why I'd stick with a composite layer. Then I copied the UVs…
Good news, it's totally possible! The shader actually requires the masks be separate, hence the extra input materials at the front end. All the mask slots are there, so if you have the individual textures it's actually a bit easier to set everything up properly. First of all you can delete everything in the Source 1 mask…