you can scale the UVs going into a maya texture node and indeed that data will not be passed through when the model is exported. in principle, if you apply the same transform to UVs plugged into a texture sampler in unreal it should give you the same result - if there's a difference it could be a few things - the texture…
I've been following along with a tutorial I found for scripting a side scrolling game. This isn't the first error I've come across, but I've been able to handle them so far. However, my research isn't helping me fix this error: "...QDGame\Classes\QDGamePawn.uc<21> : Error, Bad or missing expression for token:…
So now that I've looked into shader forge extensively enough to (kind of) know what I'm looking at, i guess what I'm hung up on now is semantics between code and node. I know I must seem really dense here, but I can't seem to put the right node connections to achieve a basic diffuse/toon shade (i.e. telling SF what parts…
OK this may be a retarded question, but if you are rendering something out in max as a video which codec are people using nowadays? i noticed divx has gone totally commercial, i used to use that all the time for AVI's. i also like the ability to cycle back and forth through the frames with mpegs/movs but i don't seem to be…
ummm a big thanks pasha, but i have a very limited knowledge about using script.i understand how to save the first code as .mcr.The part that i don't understand is the second part how to execute the code. is there any site out there that can help me learn the basic of "what to do" when someone gave me script like this?…
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like flynni said, the reason why it didn't work : you need to remove these numbers before each line of coding. or go at the end of page and you can get the coding from hard copy.
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Hmmm..I see, yeah that make perfect sense. But how come with the Editable Poly object it's working fine? The code for Editable Poly and Edit Poly for a same operation are just...different with one another. I don't think I will introduce Edit/ Editable Mesh into the code in the future, since I never use it anyway and adding…
Instead of solid mode with phong shading - I'd preview whatever 'lighting' artifact you think may have occurred in either lookdev/material or cycles viewport lit with a basic 3 point setup which would enable people too offer more effective feedback, if applicable?