I had a few requests to make my own thread for this thing, so I will. What I'm doing here is essentially using photoshop as a method for editing a 3d tile-driven environment, something akin to oldschool RPG's or Final Fantasy Tactics. Here's the low-down, for those who don't watch WAYWO First, I got the idea it would be…
Random 0e4 Basic Picture of Random for you to get an idea of the character (I did not use this as reference, I drew it after I made the model) Bio Random is a Bio-Dummy, a being designed to work like a human, mainly used in "human" testing as they are cheaper than cloning. Random is 0 series, the first series of Bio-Dummy,…
right its been awhile since i did some serious normal work BUT was experimenting with baked normals for linear things like railings, sideboards etc the issue is with soft edged models at corners where the smoothing group is broken EG if you want a tiling skirting board normal map you break the edge normals at the corners…
Makes me wonder if this will work with Modo Steam Edition... Because that's only $149 for those who don't yet have Modo! I'm not sure if Steam Edition is a full version though :P
I'm editing your pack's "terrain" file, then renaming the pack to test that out, but when I log on, it's just showing me a black screen. Is there a tutorial on this somewhere? Edit: i found some
Seems like the biggest problem, when you try to edit a mask that has already been edited and it destroys it, still exists. Is this problem not fixed or its just my copy that does this still?
Oh no I didn't mean the edit, I didn't even know you edited it, I just mean your not malicious, your just pointing out something, and I'm great full for it.
I think this might be a bug in FBX export in 3dsmax 2015, prior to export, you should convert your mesh to editable mesh, then back to editable poly. If you export it then it should be ok.
agreed, the hard part is to keep your edited normals despite max doing it's best to destroy your efforts. however, a strategically placed edit normals modifier in the stack proves helpful even then. ;)
Yeah I've had this a few times. I just reset xForm, convert to editable mesh, then back to editable poly and it's gone. Strange. I didn't have multiple UV channels though.