Hi all, I am working on this assets its about 5 object the question is if I set all the size and texel density. in this image : I still got some space in UV, so do I scale some of the object until there is no space ?
I've tried exporting the object and applying the vertex colors again in a new scene. Looks like there was an error with that particular scene and it wouldn't apply the vertex colors properly. Not really sure why it caused it though. Thanks !
Is it proper to UV map an object before you subdivide it? Or should It be done after to make it easier to paint in PS? Because the uv layout on the sub would be more accurate to the actual shape of the object. If someone can clarify this that would be great! Thanks Chris.
Ah sorry I didn't try it with FBX. Apparently, importing .fbx does not return the object name the way .ma does so maybe hard coding the object name is the way to go.
Hey! Are you using 3Dmax? Yes I've set the object's visibility to 0,9 in the object's properties. Thank you, I'll check the links you provided and try adding more edges. Thanks!
Select your Skinned model. Make sure you are not in Sub-Object mode below the Skin modifier. If Editable Poly is in Sub-Object mode this can cause the Skin modifier to stop working.
The first results of work on demos in UE4.First of all we want to do gameplay on primitive objects, and when we reach the desired result, replace primitives objects. https://youtu.be/TJTz_cau5Bw
I did a few more things. I have a mix of both low and hi poly object in the wireframe. The hi poly object will be used to make my normal maps. Critiques welcome...
does the object have uvs? if it does maybe using the function that flattens the object in uv master I think that's what it's called, might do the trick. I have never tried it though.
I find this happens often when I'm trying to go from a very low poly object to a very high poly object. Using a lower resolution setting in dynamesh often fixes this.