Later update than I wanted to, but deadlines and rendering were a pain, so I'm posting late in the week. The computer I was able to use had a slightly different version of UE4 and I'm not sure if that's changed anything or not (I tried to look and download the exact version, but it was either this slightly updated one or…
YES! I have done baking in both Substance Painter and ToolBag 3 (trial has expired so I'm back on Toolbag 2 for the time being) Baking and UV layouts also tend to be very tricky for myself since the Type 74 Tank was the first vehicle that I attempted and unfortunately it was perhaps a rather unfortunate testbed. A lot of…
ok although you dont need this I will post it anyway because I prepared it anyway so: here is a code snippet that will read out your texture vertex points if you have a UVWunweap modifiert attached:obj = selection[ 1 ];if (classof (modPanel.getCurrentObject()) == Unwrap_UVW) then ( local uv = selection[1].modifiers[…
Having bought an AMD last year, I have come to regret the lack of cuda more than a couple of times, and yes some viewport errors in Max I haven't had with previous nvidia cards. Will likely get a nvidia again soonish.
Well, my 'alt+R' is working, and I don't see any edit/pose mode mismatch... The axis where it is rotated is the y axis not the z - as indicated by the gimbal trasform orientation - and the y is not locked. Do you get any error messages?
Alert: Programmer humor detected! An error has occurred and the application will now close. While it's restarting, might as well check out Life after Pi which is old now but seemingly still relevant. https://www.youtube.com/watch?v=9lcB9u-9mVE
For 'class A' surfaced objects, a high end render pass from experience is typically dependant upon an optimised topology design, although worth remembering minor shading errors can be fixed in post: https://www.carbodydesign.com/article/59531-modeling-cars-in-polygons/
First pass at bakes and LODs. LOD_0 on top row and LOD_1 on bottom. Ended up retopoing both of the center shield things just because. There are a couple of little normal bake errors but i'll just fix em when I start texturing.
If you want, send the bake files over and I can take a look at why those errors are happening. I'm totally slammed with work right now so it might be a few days until I can take a look: alecmoody@gmail.com
This is caused by a triangulation mis-match. You'll need to triangle your mesh when you export it (before you bake). When you use quads or ngons, different applications may triangulate the mesh different, which causes this X shaped error.