Here is how the model looks in the udk example scene. Half of the map is showing up as blue. This is how it looks in max. Anyone know a fix to this, I am sure it has something to do with how the uvs are mirrored.
Hi all, I am trying to get a coloured frosted glass inside of UE. Enclosed is a example what the glass looks like rendered out of vray and 3dsmax .Any one know the best way to approach this? Thanks Alex
This is more a curiosity than a need to reproduce In many strategy games 2D/3D there are buildings with different elevations + and - when it is below the ground, the building fits perfectly "cutting" the terrain. how is it done? alpha test? Anno 2070 example
We are in 2021 and I find myself with this same problem hehe I have the same problem :'( , can you build a simple example of how it has to be built? :) monster
I cant seem to wrap my head around how this would work. For example, a rug with a pattern on it - how would a detail color map work for the rug pattern?
Hello! I get pretty tired of Maya lagging when working with high density meshes decimated and exported from Zbrush. Here's an example: This is highpoly for baking. And whenever I select it, or if its just not hidden and on the screen, Maya starts to lag. While yes, it is pretty HIGH poly. Still, here's my issue: It rarely…
I'd recommend taking the time to break down, with a 2D paintover, the planes of the face on Michael B Jordan. I recommend the Asaro head as an example of how that should look.
You can bend Speedtree to your will, by substituting the leaf meshes with your own branch-style textures, or even substituting them with the meshes from your 2nd example.
Also, you can make UV-pieces really small if no one will even see it, for example back part of wardrobe or/and top and bottom part of wardrobe, something like that
This would be a the best topology in this case. The closer a triangle is to equilateral, the more optimal it is. Your second example would still be triangulated to similar shaped long tris as the fan topology.