Hi! How do I get the UE4 default mannequin to Maya? I've seen people use the mannequin as a measurement guide in Maya, but I have no idea on how to import it to Maya. Can someone smarter than me help? Google didn't give me results so I figured maybe polycount would.
I've seen some pretty nice landscapes created in WorldMachine and exported as meshes. The normal map is easy to generate, as well the diffuse. But, using the default color nodes in WM doesn't give good results like these: Does anyone have any ideas on how to do this properly? Thanks for any tips and tricks!
I'm having a bit of a problem with Melody. When I try to load a reference model in the 3ds format it crashes. Also is there a zoom extents command? My meshes seem to be bigger than the window. Also what is the default up axis in this program? I've been looking through the documentation and couldn't find any of these…
The default settings the wacom pen gives the user a thicker or thinner stroke based on the pressure used. Is there any way to keep the stroke size constant, and have the pressure you use alter the opacity or darkness of the stroke? (I don't think it's tool dependent since it functions the same way for pencil&brush tool in…
Found an untextured model of Tommy gun on my hard drive. Now it's time to finish it. So I started texturing the wooden parts. For now, only the rifle butt is somehow done. Without fancy material manipulations, having only a single specular map done in Quixel NDO with default settings. Take a look.
I'm rendering a normal map using Render to Texture's default settings and when I render the exact same scene a 2nd time with no changes, the normal map looks inverted in the viewport. Its only in the viewport as the actual texture result is the same. Anyone know whats going on?
Hi 3d coat users, just wondered what are your settings for hand painting textures in 3d coat or do u guys stick to the generic default? Although 3d coat is amazing in many aspects but it seems to be lacking the photoshop brush feel when I paint, any thoughts out there?
Hi so I'm having trouble getting clean opacity masks and I cant find an option to have normal map default color to fill the spece where there is no info. I suspect there is some setting I'm missing or using wrong AA ir SuperSampler.
Hey guys, as you'll see in the image below, I'm having some rendering problems. I'm not sure whats wrong. I'm rendering in Mental Ray with Final Gather and Global Illumination. The default lights are off and I'm using Lambert 1. Any help would be greatly appreciated. Thanks
Another problem guys: I done the displacement in CrazyBump for the parralax occlusion mapping, and resave it as .tga that UDK can recognize it. And when I'm trying to load it into kismet, it says that: Import Failed. I change the mode to Grayscale, Displacement and default and it's still failed to importing this into…