I'm using a subdivide modifier. I set my edge creasing to be a factor of 0.5 to give the edges of my bevel a little bit of smoothness. When I add the subdivision modifier and use the catmul clark method, all I see is geometry being added. It does not smooth my geo like it would in Maya. How do I do this? UPDATE The issue…
I have multisub material. With macrorecorder enabled I can see how max creates texMapList and texMapIDList when I open EditUVWs window: $.modifiers[#Unwrap_UVW].texMapList.count = 17 $.modifiers[#Unwrap_UVW].texMapIDList.count = 17 $.modifiers[#Unwrap_UVW].texMapList[1] = Checker () $.modifiers[#Unwrap_UVW].texMapIDList[1]…
I suspect these lines are the problem:[0194.66] Log: Unable to load package (C:\UDK\UDK-2012-10\UDKGame\Content\Prototypes\2013.4\Team4\_MasterLevel_DBM.udk) PackageVersion 865, MaxExpected 864 : LicenseePackageVersion 0, MaxExpected 0.[0194.71] Log: Failed to load…
@OverlordNeko: Hmmm, that's unusual. The best thing if you lose motivation I find is to give yourself a deadline. If you get bored before still, then look at inspiration, or play a game related to it. It really helps to motivate you again. @almighty_gir: Not just your guide, it's also just time itself. I need a day to…
Hi folks, Im having a few issues running the cloth simulation in 3d studio max 9. The problem Im having is that when I run the simulation after a while the simulation stops. I am unable to press the simulation button to restart the process and the only walk around is to truncate simulation and then start the simulation…
Hello, I'm working on a weapon model for my portfolio and have started to import my assets into Substance Painter for texturing, but have encountered a problem. My model is going to be rendered in Marmoset and it looks great there, but when I import my assets for Substance Painter the normals and lighting look really bad.…
Blendermarket Gumroad Baya is a Blender tool that generate Maya source file (.ma) inside Blender. * Baya is a quick way to exchange data with other artists who might use Maya * You can iterate quickly when you work with Maya oriented game engine exporters by quickly generating Maya source and exporting using Maya…
NVIDIA is seeking for a world class system software engineer for the Cg-runtime development team, which is part of NVIDIA's workstation solutions team. The Cg-runtime is part of the NVIDIA Cg Toolkit and provides a platform independent API to enable workstation applications to exploit today's highly programmable GPUs to…
Ok, it's been an absolute nightmare trying to learn about how to use gradient maps for toon shading, as I keep on seeing examples of people using it but never any explanation to how they've done it. I was lucky enough to come across polyphobia's TF2 shading tutorial (…