@thepantsdragon - It will really help you (and others) resolve the issue if you enable both face normal and vertex normal visualization. Like this so you and we can see what direction your faces are actually pointing, and whether your vertex normals are shooting off at weird tangents. Whenever I see dark polygons like this…
Hey there Irobin5000! I'm Linus from the Quixel team. The best way to use our atlases is actually rather simple! In your modeling package of choice create a square polygonal plane. Then apply the megascans foliage you'd like to use onto the plane with transparency enabled, now using your programs "Cut" or "slice" tool,…
I am trying to add a custom attribute to an object in Max, but do not want it to show in the UI, just on a track. This is because I want to be able to locate an object by its custom attributes (which I also need to know), just in case (which is the case) the object gets renamed by someone else (even though they have been…
My character starts out without a gun (its survival) but finds guns later in the game. I want to have the gun holstered first then taken out, which then leads to the reload and fire animations. I know you can do the firing in IK if you wanted to but what about the reload with the clip? The problem is that I don't know…
Hi haiddasalami, right now I can only test with 3dsmax 2009, and it imports FBX from Faogen just fine. It didn't display vertex AO from the start for the imported scene, but if you set up a material with vertex color or just enable "Vertex Channel Display" in Object Properties then it will look the same way as in Faogen.…
Yeah you get gaps by splitting the edges, or by using hard edges and not using a cage, which is what xnormal does by default if you don't set up a cage or import one. Max does this if you enable "use offset" in the RTT settings too, you don't need to split the mesh up. But its not really a good idea, the gaps at the edge…
Have you tried re-exporting the OBJ with "export normals" enabled? In the GW:OBJ export options you should see: Export Normals (or vertex normals, or mesh normals, don't have max installed on my laptop) Export Texture Coordinates Export Smoothing groups etc Marmoset Toolbag does not read smoothing groups, so you need to…
Updated with all your feedback! Fixed space between buttons and space at the bottom. "Available to work" and "irrelevant stuff" have disappeared by popular demand :) Memory: Thanks! I'm doing the website using Adobe Muse, and I don't know how to enable saving images. Sadly, it has some kind of protection by default. But…
Kojima Productions is using it in a way which enables real-world make up artits to create game art. A real person gets molded and a clay model is produced, a make up artist modifies the face, builds scars/wounds etc. on the clay model, then the result gets scanned. So, I guess the demand for real world sculpting skills may…
If it helps you visualize the dead space needed around the edges you can save as a DDS then load back into photoshop with show mip chain enabled. The game uses these mips to try and keep a 1 to 1 texture to screen pixel ratio so you can see how big the texture will be on screen when it starts to break down (this effect is…