This is still new to me. But I love to learn new things and get more knowledge about what I work with. I agree with this probably not being a major thing in production. But if I can get this for free at no real extra cost of time simply by knowing about this functionality and enabling it I'll use it. Like you said perna,…
Hey you can do this with array mesh it will work the same as your usual instanced model just put repeat on 2 and make sure to lock the position and size. You can put the sword on the back if you have transpose enabled or you can move it with the sliders. I actually looked at your artstation a while back and wanted to ask…
Some nice colours in the skybox there :) I notice that the reflection of the water isn't picking up the world fog though, as that's making the surface look a bit odd. Presumably you're using a SceneCapture2D actor, so it's just a simple case of ticking the 'enable fog' box in the properties. I'd also suggest setting your…
I think there is some confusion, option 2 will put the meshes into separate bake groups which will prevent them from casting AO onto each other, but it certainly shouldn't save two different PSD files. Make sure the naming you're describing here is the mesh names and not the material names if you have multiple texture sets…
3) I'm assumimg you are asking the same #3 question. Make a camera. Select the camera and camera target. In Hierarchy Panel > Link Info > Locks enable Move and Rotate locks. 4) Try setting rotation from Local to Gimbal in the Reference Coordinate System dropbown. This will show you the actual axis. If you are not…
If all you're doing is that, you might as well do a two sided material, right? What's the point in duplicating it? The reason you're seeing all that black is because you've duplicated a two sided mesh and flipped the normals inwards. Just enable backface culling and you'll see that you won't really have to scale it at all…
Or get your hands dirty and do some manual tweaking: *Have a UV editor and 3d window visible side by side. *In the UV editor make sure that "live transform" or something similar is enabled. This will cause any change in the UV editor to be visible in the 3d window on the fly. *in the UV editor select the part with…
If the geometry is clipping in Maya, then it's simply clipping. This would be very likely if that sleeve has inner geometry. Zbrush doesn't display back-faces by default so this kind of error is harder to notice when you are sculpting on thin volumes. You have to enable it under Tool: Display Properties: Double. You might…
Do you have "Use Cage" checked in the render to texture settings? There is zero reason to explode the mesh for this bake. Also, enable global super sampling. Lastly, it looks like your highpoly floating details barely have enough edge width to show up in the normal map. You can't bake details smaller than your texels will…
What about the Normal Map? Are there any extra settings you might played with? Could you show use any info related to the Normals? If you're still having issues, you could force your speculars to take a flat vector for the normals instead of the normal maps info, it's abit long winded, but here is what I mean:…