I tried to render that chain from that upper pic . It seems to work out even it looks like a mess, BUT it make two other things I don´t like. On the lowest level it make little bump under and when I smooth it makes a ditch (as you can see on the pic) and on the sphere is not smooth. Attachment not found. I also lost…
I've seen that plenty of times with FBX and ASE (usually just missing a checkbox on export) but never a PSK. Have you got the most up-to-date version of ActorX? A cheeky quick fix would be to use Simplygon within UDK to recompute the normals - just drag the slider down to 99, set silhouette to "highest" and tell it to…
Lightmass issues are something I fight with all the time. If that is one giant asset, break it into modular pieces. Wherever there is significant shadowing change, make sure there is enough gap between your uv islands in your light map. This will occur at your 90 degree angles for buildings. Make sure all your faces have…
artifacts like that are because it's trying to smooth faces at radically different angles. you need to change the smoothing groups on opposing sides of major angle changes, or else add support loops around them. you might also have unwelded verts / degenerate tris a normal map won't magically fix them, only compensate for…
Window->General Editors->Component Editor. after binding the mesh to the bones (Smooth Bind), select the verts you want to assign a specific weight to. under the Smooth Skins tab in the Component Editor, find the vertex/bone combination you want and enter a skin weight value (1.0 max). make sure auto-normalization of skin…
I think i do understand. Add more polies instead of relying on mesh smooth. Well thats what i think. Well here is the front some more. Maybe now its what your talkin about. Thanks for the comment tho if thats what you talkin about because rilly is better when i make it almost as smooth as it should be. Also i went back and…
the first part about the thing you'd want to know is right here [size=+2]Things you'd want to do[/size] So I hope this wall of text up here made some sense for you guys.) I find all this information on how stuff works really useful, but it’s not exactly what you would use on a day by day basis. It’s nice to read once, but…
Disclamer: I am newb and i was just exploring the difference between hard edges and support loops when it comes to smoothing groups from all of the tutorials I have seen everybody's advice is "Use different smoothing groups on creases or edges for better baking results" I have done some tests and I like the support loops…
Hey so I think I've run into one of max's lovely quirks. Happily modelling and one object seems to not smooth as expected. I think the last thing I did on it was a slice modifier. There are no double verts. I've tried exporting it and reimporting it. Basically everything gets tighter the more iterations are applied. Almost…
Hello everyone. I'm having issues understanding what's going on here. I've seen and read everything about textools and uv splits, and smoothing. I'm just not getting it. So I decided to do a test bake on a simple object. Here's what I got. Please see below. As you can see the problem here. I followed the rules of…