steps to take: step 1. make sure your meshes smoothing groups are set up correctly/that it has smoothed normals around the magazine shaft. step 2. make sure the mesh used in both substance and toolbag is exactly the same mesh, that you haven't made any modifications like triangulating after baking. step 3. when exporting…
3.18.1 should have the option, is under the power plug icon - tangent basis calculator - mikk -tspace - configure. If you bake for UE4 or Marmoset, that option should be on, and your bake is synced for UE4 (and it will not look good in Maya). If you export an obj (yes, it doesn't export tangents and binormals) and you bake…
Ok, as a test I generated a plane in max, exported to zbrush and made it all bumpy. Used the melody to create the normal map and renamed it to floor_local.tga. made a diffuse, floor_d.tga, and dumped both files into the directory that the md5 viewer accesses according to the scene.txt. went into max and exported the plane…
Consider this: A project team use a 3D app. for which they've set up an entire proprietary pipeline. From anything from applying shaders to exporting, they have apps, tools, scripts written and constantly upkept by in house coders and technical artists to get their 3d app. to play nice with their engine. Introducing…
Hi all. I've been searching/testing out multiple methods of normal mapping and am still stuck when I view my mesh in UDK. I've been waiting to submit a thread until I attempted everything I could think of/find. With that said I will try to make this as detailed as possible. Let me know if there is anything else I should…
Hey guy's, so I'm pretty tired of packing uv's by hand twice for udk. I figured lightmaps is just one of those things that should be auto packed. Sure you can still autopack with a 0.03 spacing or whatever, but the results are lame. Headus is a great tool for autopacking and gives you the percentage of how much uv space is…
@Alex_J derp, I should of mentioned it's in Maya and being exported to Unity. I bake the animations to the bones, delete the ctrl rig and export the bones/anim
I have a model that I want to put into a different pose (using Zspheres). I have a high and a low poly model, both with a lot of subtools. I there a way to pose both models at the same time? Both models have subdivisions. So, I could just pose one of the models instead and then switch subdivisions after exporting. But one…
@Lukitscherie I'm no expert in lowpoly, maybe someone else can help you better with that but I think that the main problem is the difference between some rounded objects, but it's hard to tell without seeing the wireframe. What I mean is that bigger objects need more polys than smaller objects, the apple should have less…
One thing to consider is the typical indie developer is fairly broke while funding and coding the game by themselves. They need you as an artist to make their game look good but they probably can't afford AAA freelance rates. If an indie is asking for Max/Maya/XSI stuff then chances are they've got a some money to pay an…