Little problem my friend helped me solve. My normal maps were making my diffuse darker in Maya, Arnold - reason for this was because "Normal map format" was exported in OpenGL and not DirectX (Substance Painter). If exported in OpenGL, you can still fix it by flipping the green channel In the file node.
The enlarger had 1807 Tris when I made the first post, but I added a few support loops since then to get a better normal map. Now it has 3704 Tris. I think I could have solved this otherwise, but this was the faster way. Any particular other asset that you are interested in?
The Normals Alpha affects my Spec, but the normals themselve are not displayed at all. Could this be due to the DTX compression? I used DTX5. Thats how it is supposed to look like: http://fc08.deviantart.net/fs71/i/2010/077/8/a/Coresword_2___Details_Sheet_by_The_5.jpg SOLVED: Had to export it straight to .nif including…
hi. i have an issue with particle editor: for some reason a lot of materials(vmt) for particles doesn't shows up in preview when i'm browsing it, but particles still works fine, for exaple "abaddon_aphotic_shield_explosion_trail" i have same thing with 50% material. did you faced this problem? how you solved it?
Ilo thanks for your answer. But i needed those additionnals edges to keep the hard edge on the bigger object. I solved my problem earlier today by adding more sections to the floating geometry. Smoothed it to level 1. Than matched the bigger object. So thanks Ilo for your explanation anyway.
Start with a Google search. "mini map unity" Every single time, before I start a thread to ask how to do something, or how to solve a problem, I do some web searches first. http://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#asking
Marmoset has alpha-to-coverage http://www.marmoset.co/toolbag/learn/blending Solves the sorting problems, but doesn't fix the hard edges you get from intersecting planes. Still have to adjust those, like your white hair example. Nice job btw! edit... can you show a wireframe?
Nevermind! I used a boolean modifier on a cube to intersect my existing model (pretty much making a exact copy), reunwrapped and exported and the issue is solved. It was a weird bug because I even deleted the faces that were having a problem and imported into UDK, and UDK showed that the static mesh still had a face there.
Edit : I figured out this is an issue with the mixamo fuse / adobe fuse CC when you export your original mesh, you cant use its Morphs/BlendShapes, until you just export your self a separate blendshape that is close to your original blendshape. thats it. it solved my problem.
What is your original reference? If you are lacking experience it might be a better idea to start with a good solid concept and some clear reference. Sometimes just following a concept from start to finish makes your life a whole lot easier since it solves a lot of the problems you are experiencing right now.