the skinWrap modifier in max 9 also kicks ass for transfering weights by vert position (not sure if this is similar to skinUtilities, don't have max in front of me at the moment). i've used it a few times at work with the default settings and it's worked perfectly.
I used brazil for that, i dunno why i use it . Uber small update: Used default scanline renderer on that one. Im gonna start the head soon. I might just redo the freaking hands if i have to :\ .
Well, that's because it's UV channel 3 :P By default, you're using channel 1 for diffuse. Different channels are used for different things in different engines, so you need to be specific about what channel those new UVs are in. :)
nah, the camera or lights shouldn't affect the actual normal maps created. The preview image that it shows you when rendering the normals may change if your using default lights and move the camera, but it won't effect the actual normal maps.
Hehe thanks R_Fletch_R, appreciate the explanation! So if you don't give a mesh a channel for lightmapping, what happens in UDK by default now? Does it not get lit/cast shadow or is it just a lower quality than if you use a lightmap?
Now that they are owned by the same company they really should spend a week and have each team set up some defaults for people switching back and forth between both apps. Knowing them they'll probably just buy switcher...
If I get what you mean, this is already a built-in. In the texture editor you can go to polygons->straighten UV border in your case the defaults will probably be fine except you'll wanna change Preserve Length ratio to 0
Aye, but can't you just paint it in real time in your 3d package? I've done that before in max, I was using an internally developed material at the time, and I'm not sure what software you are using or whether it supports it by default.
also, the polygon counter disappeared and was replaced with in-viewport stats ... i believe the default shortcut key is "7" if it's like max8, it'll put the details in the top left of whatever viewport you have highlighted when you press 7.
I want my filter for Substance Painter to incorporate baked environment lighting in it by default, but I can't figure out how to do that in substance designer with nodes, I know I could just do it with a normal filter in painter but I'd like to learn how this works! Any and all help would be incredibly appreciated!