Hi Jordank95. Wall dimensions question: The best way to determine the needs you are talking about is to lay these pieces out in your 3D engine. Make a 3x3m pieces and compare them to the 4x4 pieces and see what works better for your project. 4x4 might be easier if you don't want to do fractions. Also you might need less…
Ola, Let's say i have a multimaterial, with standard submaterials in it, with a diffuse texture in each of the submaterial. In the material editor, my current slot is on a diffuse bitmap node. I want to access the parent standard material from here. Not the root multimaterial. (Purpose is to rename the standard material as…
Hey guys, I have an issue I'm hoping someone can help me out with: I'm trying to create a volumetric light (This but in UE4) for the first time. Here are pics of my current set-up: Now, if I keep going with the tutorial and try to add the falloff for when you would be below the texture, I get an even stranger result: Am I…
Hey, I have a highpoly model set up with a surface shader connected to a mib_amb_occlusion node in Maya 2009 Like this http://www.artbycrunk.com/blog/2009/03/ambient-occlusion-using-mib_amb_occlusion_node/It looks exactly how I want in the render view, now how can I bake this down to a Low Poly model unwrap? or how can I…
I'll preface my comment by saying that I'm more of an environment artist than a level designer, so what works for me, may not work for somebody that's trying to quickly iterate elements for the purpose of actual gameplay based level design. The short answer is you can use houdini engine to make both procedural/parametric…
I have a few models this is starting to happen to me. Once the error message appears, I go to click to find the faces, and max crashes - every single time. The weld idea isnt working on my model. I receive a prompt from max that no vertices were within range. Is there another way to identify the face? This one has me…
Looking at the Mental Ray shader setup shown briefly in the Softimage video, it's really not even painting the Threshold like I initially thought. There's an incidence node supplying some basic grayscale information based on the location of existing scene lights (lit areas will be white while shaded areas will be black).…