This will always happens between modular meshs. Just because they don't share the same baked texture. One way to avoid is to create one larger mesh. But that destroys the modular worklflow. Other way is to change some settings in the World Settings. -Indirect Lighting Quality 2 or higher should work -Decrease ndirect…
I did a web search for "white lines Marmoset" and found this, maybe it will help you https://discourse.stonehearth.net/t/anyone-use-qubical-w-marmoset-toolbag/1858/10
1. Environment textures that are too low rez, and have jpeg artifacts in them. Get a decent camera and shoot stuff properly, or learn how to paint! Google images at 200 x 180 pixels cannot be stretched up into a 1024! 2. Nasty seams. That's just sloppiness. 3. Excessive lighting/shadowing in the diffuse textures, which…
I do like my PS3 for these reasons: * Free online * Upgradeable HDD (any laptop HDD will do, I am rocking 180GB in mine for $60). * Better controller * And region free out the box * Plays all PS1 games :P @ odium - 360 does 720p/1080p out the box with the proper connection (VGA/HDMI)
Sure, where can I send it to? Maybe you can PM your email address? I doubt that the workflow itself is used by anyone but me, though if there is a general issue regarding custom normals and baking, it might be a problem for different workflows as well. If it is not baking correctly from itself it will not give an accurate…
Thanks for the reply. I took some reference footage in a manufacturing environment and based my animation on how it looked. The people I filmed didn't have a whole lot of bounce in their step, they shuffled more than walked. They also did seem to absentmindedly move about without much drive or motivation. Perhaps fatigue…
One could argue that this design was the basis for Bronze Age swords, being one of the first weapons of its kind, back in the 18th century BCE. I did this project for fun during a break to try to understand a bit more about weapon design. And what better to learn from than a prehistoric sword? Source https://skfb.ly/PRKV…
I'm by no means an expert at this stuff, but you can do it for hair, maybe for leaves too. Did you transfer vertex normals to those leaves? http://javierfernandez3d.weebly.com/uploads/1/8/9/4/18943629/9999855_orig.png It looks amazing though!
Here is how I've come to understand it. It resets the transform matrix (position, rotation and scale) for that object it also realigns your pivot to the world. Basically 3dsmax is busy remembering what your object started as, and what you've done to it since. When you reset, it dumps that data and treats it as whatever…