a simple box with a normal map applied I get horrible lighting seems. only on the back shaded side though, the front looks fine. I have separate smoothing groups on each side plenty of padding on both the Uv channels All my faces are separate in the UV layout I have made changes in the UDkEngine.ini file including I set…
Hi, I'm trying to export a marmoset viewer file for artstation, but the results look very different from what I see in the viewport (as you can see in the image attached). I have no idea why its doing this, but it looked like the lighting was different from my viewport, so I deleted all of the lights in my scene and…
A handy reference image for ya. Her eyes are set far too deeply for the average asian. The orbits should be pretty subtle. I think once you've got that tweaked she'll start looking far more oriental.
1) In regards to creating armor around models that haven't been released yet, you can (most likely) use GCFscape to extract the model you want, and convert it into a readable file format for your modeling program. It's probably not as clean as having the source files Valve offers, but it is something you can do for all…
PDF is the greatest for what I do. It lets me send the same data that would go to a printer into a file, which the average braindead executive can open and look at and see what I have actually done. And they can't change anything. That's the weakness of Word -- they could open it up and start making changes. I like getting…
the eyes offset is most easily fixed by unbinding, removing the bind pose, and rebinding them. Since they 100% weight to a single joint this is an easy fix. if during the setup of the fit skeleton it complains about joints not being zeroed out this can also be the issue, if you ignored that. One time I had a similar issue…
Hi! Looking at the screenshot, I see that in the toolbar the tool is currently set to "Subtract" and you have "vertex selection masking" enabled. So currently you would only be able subtract weight from the vertices that are selected in edit mode.
Click the mesh in the viewport. A pop-up window will appear in the top right. Change the rendering mode to solid. The squashed rendering is likely due to your render settings in 3DO - change them to an appropriate resolution, like 1920x1080 or so.
i didn't see the first part about pants tri count. I'd say not to put too much stock in outside opinions. not because they dont know what they are talking about, but because they dont know the full project. so its speculation based on limmited information. What you have to do is test. You are working digitally so setting…