If one wants to pack UV shells from the same object across multiple UDIM tiles, then one has to apply multiple materials to that one object and assign the corresponding faces to the materials. This is thankfully quite easy in Blender: * Select all objects and enter edit mode (make sure UV sync selection is on) * Roughly…
Is there a way to assign a light to only illuminate a group of objects only where you can add and remove from the group of objects that can be lit by that particular light in ue4?
This post is really old, but I've run into the exact same issue. I'm trying to offset my scatter object in the Z axis, but if I enter a value like -500 trying to get the objects to sink into the ground a bit, some go up and some go down. What gives? It's not placing the objects based on the pivot either. Really irritating.
When I have a lot of objects (not attached) on the scene, Max works very slowly :/ After attach all together to one object - is pretty good. Why :/ ? Is it possible to do sthg that Max would work a little bit better with a lot of separated objects?
Not really tracking why this is happening, just following through a tutorial and then the object I Ctrl+D duplicated from the original pillar is just... well green. I deleted the history of the object so thats not the culprit. Any suggestions? Edit: -it appears it is unique to this scene. -it is unique to this object in…
new update. http://www.digitalfossils.com/Download/VoidWorld-Dec-16-12.rar Summary of changes: * Edit > Preference > General > Lasso is default selection style On Startup. * View > Hide Title n Menu On Full Screen. * Edit > Options > Ignore Wired/Transparent Polygon On Selection. This provides the convenience for selecting…
Is there a way to bake multiple objects at once in xNormal with multiple maps per object set? For example, if I had 20 objects that needed a normal and displacement maps is there a way to use a script or some other method to import each set of objects (high and low poly set) for the 20 objects and bake two maps per object…