@Jerc Fuck yes! You made my day. Allegorithmic are doing so many awesome things as a company, I love it. @Sonicblue, heh manjaro w/xfce is what I'm testing at the moment (have it installed on my laptop and a VM on my pc). Seems to be a good blend of simplicity and performance.
Sythen- Ivy looks good so far, Lookin forward to see these concepts merge. Baddcog- Thanks for the ref! Im putting it to good use. I think you have the best solution possible for the holster, unless you shortened the jacket enough to place it on his hip. Or gave him a vest.
You won't get to look this right with low res lightmaps just because of the way how distance field shadows work. Instead of placing multiple flat planes next to each other without a trim in between, merge them to a single larger mesh. If it's one mesh already, stitch the UVs.
All I get is a a 231 white colour where the UV's are? The script isn't working. I had separate objects that all had a different Diffuse BSDF surfaces with different colors that I merged into one object then tried exporting the color layout with no success. What am I doing wrong?
That would be great Jerc If you need someone to test it just let know, you can reach me on pm here or on my email tvidotto@gmail I don't think setting up manually would be a problem, we could setup the file with a dummy mesh and only replace it, right?
Baking the map twice (cage/no-cage, geometry-normals/surface-normals, etc.) seems the simplest solution by far. Why is there such a hassle to combine them in photoshop? You're basically just painting over the skewed details. If you want fewer layers you can merge them after you're done..
This last shot looks like the normals on the that leg section are totally incorrect, not just showing a seam. Try to invert the green channel, but only on that one leg section that is giving you issues. Its possible the "handness" tangent setting in your maya object got corrupt from the separating and merging and what not.
Ok say this. The floor looks weird. It's supposed to be lighted up as a single mesh, it consists of smaller parts, merged together. I broke it down to show. It shouldn't be like this. Attachment not found. Attachment not found. Now, in the lower example in UDK it looks uniform. What am I doing wrong here?
probly you have scaled the object too much, and its xform is messing you up. reset xform, under the hammer on command panel, "ultilites" or select object detach or merge to a new scene, or create a edit poly object and attach. lots of things to do when max messes up
Hmm... Sounds like it's reading in the solvers in the wrong order. Try going into the AutoDopNetwork and click the Merge node. Click the little black arrow next to RigidBodySolver1. I recorded a gif of it here: https://media.giphy.com/media/3oKIP5LZTgco7JYyuA/source.gif If that doesn't help, upload the file and I can…