I'm attempting vertex painting for the first time but can't seem to figure out what I'm doing wrong. I've followed the standard tutorials but I'm must be doing something wrong because when I try to apply the "paint", nothing happens. Here is my material and mesh paint options, very default stuff, no tweaking initiated yet.…
ok first: your uvs are totally awful I bet it's some kind of auto-unwrap that you didn't touched once - at least it looks like that. And 2nd you can check under the brush setting the "Alignment". The default is tangent, wrap and should be the usually preferred setting.…
Lightroom utilizes two color profiles, the develop module uses ProPhoto RGB while everything else uses Adobe RGB, you can read more here which is probably why it looks a bit weird since Lightroom uses a default profile while you might be using a custom profile for the rest of the softwares.
So minor update here, I decided to approach the building via modular pieces. I completely remodeled and set dressed a bit in unreal. Let me know what you all think! The meshes with the default shader are the plywood/wood boards (assuming some of the owners of the stores boarded up before leaving, or staying for the…
You can bake normals just like you would for any other engine, like Unity or UDK. CE3 has it's own tangent basis, but it's fairly close to xNormals default. You can get a plugin for xNormal that uses CryEngine tangent basis. You can also use the Polybump app. Hope this helps.
But my point is that this does not look like a dragon or something a Dragon Knight would wear. It looks like some mythical spirit or demon from an Asian culture. Look at the image where I outlined line flow again and you'll see how different the line flow from your designs is from the default DK.
probably quite straightforward to do. you can script it, as long as the delta between the lods verts is not too crazy you will do ok with a closest vert lookup and copy the value over. have you tried projection modifier and project vertex alpha from the good lod to the other one? (it's the last rollout in projection…
looks like you swithced to a different workspace. Either change it in the workspace dropdown top left of UI. Or go to Customise>Load custom UI(or select revert to default) First thing I do when I install Max is set up my custom UI/hotkeys/quad menus/etc and save it out to file.
It creates polygons which have don't have anything special attached to them. You can collapse the mesh and export to it to Xnormal or any other application and it will look the same. The crease and weight values come with editable poly, they exist by default in max and are saved in the max file with the editable poly. They…
I used it like that a long time ago : default max keys, middle click on the low rocker, right click on the high rocker. However I strongly suggest you to pick up DRaster Switcher for Max, to bring in Maya controls. They are better overall, and much more tablet friendly too. (same rocker configuration as above)