that link won't help you anyway - the thing getting fixed was superceded by other engine changes. from memory I don't think you can set the priority/order on a per material basis so you're gonna want to split this into separate meshes or modify your decal sheet. I'm not sure which option is best for your use case - pick…
I work in a very procedural way these days so I hardly ever make manual selections but I can think of situations where having a subobject selection based on some sort of UID rather than vertex numbering would be really helpful by way of an example, In this instance the edge selection from the slice modifiers is additive…
All files and assets created by Kenn Edwards http://3dartistkennedwards.carbonmade.com/ Permissions: You have unrestricted access to modify or create any textures. You have unrestricted access to modify or create new portions of the mesh. You have unrestricted access to show the model or textures in an animation showreel.…
Hi, guys! :) This is the project which my studio is working on. It's about modification and exhibition of vehicles. We developed the project with Unity 3D and test the product on webpage, PC client program and IPAD. During the test process, our product did very well. It is about virtual reality. Recently, I have been…
Hey again I'd like to get some comments and critique about the next project I'm working on. Currently I'm redoing my Nod Soldier for Crysis' standards as stated above. With that, I'm also working on a high poly version of it to create a normal map. I've never created a normal map before, and even more so a high poly model.…
Hi everyone, I have traditionally avoided booleans in Max like the plague, but I decided to give this a shot again(the results posted are amazing). I've run into one issue though, after a while the Pro-Boolean objects take forever when adding a new operand. Should this be expected? The operands are a mix of standard…
Hi! Don't know what happened when you beveled the edges. If you did so using modifiers, I would double check the result in Unity or reimport the export, to make sure UVs didn't get messed up. Attached you find two examples illustrating what I meant previously (another loop on flat area, then have lightmap wrap around…
You can make a grayscale mask out of your recorded movement - select your fancy brush, make necessary stamping on one separate layer, extract the silhouette with Ctrl+ layer thumbnail click. It will have all the jittered detail that complex brush left. Remove the layer with modifications. Then you can use that mask to…
Weighting normals is... weighting them, so during calculation, normal direction is based on angle between faces AND face size. The bigger face is, the more vertex normal is pointing towards normal of this face. But will NEVER be perpendicular due to weighting. Vertex normal direction is based on proportion between size of…