Hey Gabriel, 1. With 3.05 new bake objects will use your default tangent space, so this will be resolved soon. In 3.04 it uses Marmoset for new objects, so you'll have to manually change that. There are differences between the Mikkt and Marmoset tangent spaces which will be noticeable on more complex or challenging…
I wouldn't be so quick to blame symmetry I use it constantly and I don't have any problems. Here are some things to keep in mind when working with it. * It works on the position and orientation of the objects local pivot. * Non uniformly scaling an object can throw it off, reset transform and scale (in the Hierarchy tab)…
Hey guys! Thank you so much for all the info, everyone. You have no idea how helpful your replies have been, and I'm actually about to show you when I post up my final screens of the scene this model is from in UDK. But first, I have a question about X-Normal. Does anyone know how to get the normal maps to only take into…
Sorry about repeating info above, I had this browser window open while I went to lunch and just hit reply. You should cut around masked materials to cut down on overdraw but there's nothing wrong with using planes to represent grass you'll just need to do some custom shader work to light them in a way that avoids lighting…
If you're not on a nvidia card I would say you're totally screwed. I've never been had a stable maya when using an ATI card. Also be careful of the symmetry setting being turned on when you want to scale objects. It will offset the center and scale only based on half of your cylinder. It's a great feature in many…
There are no official docs for cameras/keyframes at this time. Keyframing camera rotation can be a bit funky because of technical reasons. Basically the keyframing records the explicit transforms while the viewport camera navigation rotates around a point in front of it. So, making edits to the camera and playing them back…
If you are not working on mobile stuff or prev-gen (?), then polycount is not an issue. Throw as many as polygons you need to make object look smooth (just don't make 20k tris apples (; ), and worry about reducing them later. Creating lod levels is also no longer issue. Most major engine come with automatic lod generation…
A few things could make this easier: 1) Unless the character is animated, you don't need to run an nCloth simulation to get a small patch to conform to the shape of the skin (or other object), you could always make the other object you want to conform to a "live" object by selecting the object, then clicking on the magnet…
I hope you don't mind but here are some code snippets for tools I use frequently and collected or wrote over the years. * single click turbo smooth swap (on \ off)function switch_turbosmooth obj=( for o in obj do if superclassof o == geometryClass do ( for mod in o.modifiers where classof mod == turbosmooth do( if…
Did you intend to load an object space normal map? If you baked both tangent and object space maps, you may have loaded the object space map accidentally, so I would double-check that.