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…
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!
Hi, I know this is old but I've been trying to find a script to do this for ages and just wanted to say thanks! The only thing that would be better is this being default behavior whenever editing in component mode. I don't think I have EVER needed to select part of one mesh while in component mode for another.
Another weird problem. When I switch to Legacy Default I get this weird triangulation. Perhaps a normals issue? Here's my outliner. I don't see any extra mesh nodes. I am also working with only one layer for the geo.
Check to see if your UV lightmaps are snapped to pixels the same size as your lightmaps size in udk. For example, default is 32. This will help reduce the lightmap bleeding. This is a video about it, has a lot of good info [ame] http://www.youtube.com/watch?v=ntx10JMl9f4[/ame]
That would actually be extremely awesome. Would let people take a real good look at the model. if someone could whip up a default "polycount model viewer" of sorts, that let you switch between wireframe mode, diffuse only, normal only, spec etc.