Everytime I use unfold or flatten mapping in Max the uvs dont match up to scale and i would have to manually adjust them everytime...Even with the default UV settings it does this...its never happened to before until this project...any ideas??? Max 2012 btw...
My faceless staff almost finished but I cant see Default particles ingame, but ı can see them in portrait view, there is no particle option in importor so I Mohsen said I have to mod .qc file to the game, anyone knows how? Thx
https://www.unrealengine.com/marketplace/en-US/product/skinned-decal-component As you know by default decals do not follow the bone deformations in Unreal Engine, this plugin allows you to project decals that follow bone deformations on skeletal meshes.
https://www.youtube.com/watch?v=8mpjmf9cHos
FWIW Blender does what you want by default. That is to say : if you have a head model with blendshapes and then sculpt it into another head/character, the blendshapes deltas will carry over - and you will have only a little bit of cleanup to do, if any.
@Neox what monitor do you have there? That looks so good i'd switch to that setup in a second. Also are you using any special software to split up your screen space like that or just default windows stuff?
@ Darkleopard. I just exploded the mesh parts and threw them into Xnormal, leaving mostly everything in default(for speed) then baked it out. haha nice fearian! It felt very wierd watching my prop on your screen :D gogo!
Yeah, Max Projection does not transfer the normals. Doesn't seem to be anything similar by default on Max, so I'm using a script : "SlideNormalThief". POM is working now after all the feedback. Thank you so much everybody for the help.
If you're on PS 2017, that would probably cause this. Use PS 2015, 2014, CS6, CS5, or CS4. If it still persists afterward, my recommendation would be to install the Suite to a new folder - like *\Quixel SUITE 2.2\ instead of the default.
A little hard to understand the problem. A vid cap or animated gif might help. One thing you could try is to lock your selection (spacebar by default) then use hotkeys to change the axes (F5 - F8) instead of clicking on the gizmo.
Does Krita not let you choose an installation dir, or am I missing something? Seems to default to C and even though the installer has a Disk Management section that says "..or select different destination drives", there appears to be no way to do that.