it saves as 32 bit by default, and i am just using maya for now. I've been testing things out to find a good flow for texturing so I wont have to bother with it when I am working on the actual model. High Quality Rendering is enabled as well.
hmm yea volumetric fog is worth a try but I suspect it's going to be difficult to achieve the subtle effect you're looking for with it. I was testing on maya 2011 so it may be something they fixed recently. Does it happen if you just create two lights with default settings in a new scene?
UDK is cm by default so at 1x grid 1uu = 1cm, in feet you end up with a crazy decimal of a unit like 15.127 uu or something. My grid spacing in the concept was at 16 so 1uu = 8uu, so the guy should be 11 not 24, which is like 6ft.
Been mucking about with this and I have to say it's very neat. I never used the default mask generators; I found it much more useful to add my curve/ao as fill layers with levels on top or in between. This is simple enough to be powerful and also useable. Good stuff.
Those are curves, so you probably just framed the mesh at some point (the shortcut key is '7 'on my machine, I forget if that is the default). You can use the Stroke: Curve Functions menu to delete all curves. http://docs.pixologic.com/reference-guide/stroke/curve-functions/
If you're using 801, you'll want to enable "Save smoothing groups" in the FBX I/O options. It breaks Unity3D's importing of normals if it's enabled (issue with Unity's importer) which is why it's off by default. Other than that, you shouldn't have any issues as far as I know.
william21984, your video doesn't show the problems that Xformer solves. Not everything is on the grid, especially when you inherit other peoples' assets. Xformer aligns the local transform too, which you can certainly do using default tools, it just takes a lot more time.
Sorry to bump this thread again (double post), but did anyone got a working argument for custom output directories. I tried many times with various settings but nothing seems to work. The window opens but points to the default output folder. Example: @exportFBX.py D: /UnrealEditor\Imported\Meshes
You need to turn on "Enable Deformers" in the viewport options menu, otherwise the mesh won't deform when you manipulate the lattice points. It is disabled by default in the modeling viewport. Just press 'O' inside the viewport and go to the "Drawing and Control" tab, the "Enable Deformers" box is at the very bottom.
yeah, i agree with more design to the doors but u havent added any doors yet till now. I messed a bit more with the lighting. i think ill leave it as it is right now. im using default lights from max and scanline 94 lights in scene