Hello, I'm still learning a lot, but from what experienced, it's very up to you. This is what makes your workflow, choose the options you prefer. Maybe one day you have a boss who forces you into using X or Y software but until then well a bake is a bake there's no BEST option or 'you have to' option.
Try this: 1. enable modeling toolkit 2. select the edges 3. hold R+Left mouse button - a popup menu will appear under your mouse cursor - change scale to Local 4. scale using the x,y,z box also, 2016 looks cool :P not using maya anymore though :D
good result but I really think it could be a bit more exciting as its still rather flat. I did a paintover to show you what I mean. oh and I kinda painted blue over the codpiece thing just as preference as I thought it just looks a bit wierd like y-fronts on a spacegirl.
Yeah, first use Path Deform (WSM) to put the object on the path and deforming on it, then Instance the object (use the Snapshot or Array tool) as many times as you need with a fixed X/Y/Z translation offset. The instances should move along the spline and deform with it. Kinda what Rhinokey said plus what I originally said.
Sounds like your coordinates are way off. X Y Z in max make sure you model is at 0,0,0 than export out as an ase, import into udk, and it should now work. Also when you are modeling how are you modeling the size. Just by winging it or are you following the udk real life scale for max?
Is it really worth the money for how much time you save? or would you say it's still one of those "extra-y" things. I didn't realize how much they dropped in the past year but I've never experienced one so I don't know where to prioritize a SSD in terms with the gpu/ram when budgeting.
Hey, iv got like 6 years experience in building PC's i wouldn't go for a prebuilt computer, unless u really have no other options most of them are pretty poop check overclock.net, theres loads of info there about building ur own system (y). half the time price lower aswell. :)
There are a few things you need to set up: SP bakes DirectX by default, TB2 is openGL, so you have to flip Y on NM.(or obviously don't if you baked openGL) Under options, make sure albedo is sRGB and linear textures are not. Invert the Gloss map. Change reflectivity to Metalness. Change Reflection to GGX.
hmm, i like the textures on star wars, but a little TO cartoon-y for my project. I'm creating some stuff right now, when i get some stuff fully done ill post them here, give you a good idea what im going for! keep the links coming though, thx
Anything valve does is something to be excited about lol. I'm like the 12 y/o little girl at an N'sync concert when it comes to those guys...... don't you dare judge me. Yeah valve takes a while but that's because they want to make sure they get their stuff right, and it's damn worth it in my opinion.