Honestly I'd recommend keeping the whole gun on a single texture sheet. If you need it to be high resolution then bake it out at 4096 * 4096 - if this is for games in particular then I think anything higher might be unnecessary? When you bake the Ambient Occlusion/Shadow map for the Larger main body sub-object add all…
There is a good chance you checked something like "Discard Alpha", hence why when you select Defer Compression, you end up 'unpacking' the texture again and getting the material to work, as Leleux said. Make sure also that if you're using a Normal Map to use "NormalMap" and not "NormalMapUncompressed", since that ones…
I think it would be faster to just work with a single tool consisting of several subtools. You'd just have to enable Solo mode, use N to quickly pick the subtool you want from a menu similar to the IMM brushes, and ctrl+s to snapshot it on the document. I think it would be quicker to populate a canvas this way, and you'd…
Mesh button is in the menu unless your menu mel scripts are fucked haha. Yeah transfer attributes should work. Select the mesh you want to transfer from (max one) and then shift click your maya object. Transfer attributes and click the option box using topology (sometimes you might need to fuck about with these settings…
Select the vert and in the skin modifier click on the wrench button, it's next to a button that says "Weight Table". This will pop up the weight tool: In the list at the bottom there should be a bone that doesn't make sense, set it's weight to zero. Provided there are is at least one other bone for the vert to latch onto.…
Gratz to the winners! I think they're fantastic selections. As for the winners, something that's really hard to guage is how these sets look and work in the game while interacting with the other characters, spells, animation and collision etc. There isn't a simple 1-solution fits all type scenario. Until you can play the…
That would be awesome indeed! I never figured out what they're doing in the math of the shader, but if I could see a setup with examples textures of the gradient you're talking about, it should be pretty easy to recreate it in UDK. In the meantime, I would honestly suggest finding someway to occlude your model with an AO…
OK! New question, since I'm not very familiar with the technical aspects of working with cameras. I have some areas of the model where the hair has volume or comes off the main shape; think spiky hair or tassles on a coat sleeve. I'll catch those with planes coming off the mesh, and switch to the render/project method for…
Ok, so I've found a person who understands me and my problems and.. He made a script that fixes all triangulation errors made by modo. Example image here: http://mymodo.ru/sites/default/files/object/smarttriangulation.png Download page here: http://mymodo.ru/preset/smart-triangulation That's a russian modo community site,…
Alright, Well I have the script running at a stable rate at the moment. There still are a few bugs that were with some of the other functions I wanted to put in, but I commented them out for now. Here is the download link. http://www.zukodesign.com/downloads/scripts/Z-dupCurve0.8.zip To run it put it in your scripts folder…