So i have this scene with a few hundred different meshes, all of them are unique in regards to UV layout, shape etc. How can i export every single mesh in the project to separate FBX-files? If i have a mesh called door1 i want to export that mesh as door1.fbx then door2 as door2.fbx and so on. Doing this manually is just…
I'm working on a really simple model but ran into a problem that I can't figure out. I've used overlapping UV's for symetrical parts of the model and offset the overlapping sections outside the uv space for baking. I've tried using both xnormal and baking in max, both throw up the same issues. Here's what the model looks…
UDK is messing up both my UV channels when I import. Warning: The light map UV set for static mesh {staticmeshfactory_2) appears to have layout problems. Either the triangle UVS are overlapping one another or the UV are out of bounds (O.O-1.0 range.) I searched google and polycount and tried some other fixes that worked…
Im digging this layout much more than the old one! good job on deciding to change it up. Just once thing to consider in your materials - how old is this temple? the ground stones are broken up so I would assume that its quite old. Therefore I think the structural parts are in very good condition, Would add some breakup…
The best tangent space in Toolbag to use would be Mikktspace. When importing a Toolbag baked normal you would want to select OpenGL in Painter, or invert the green channel before importing and select DirectX. Triangulating is always a good idea as well. If none of that solves it I'm not sure what the problem could be. Is…
Here Is a concept of a pizza restaurant I have, and I started modeling in Maya. Kinda been put on the back burner as I am currently focused on the bi-monthly environment challenge and a campsite scene. The extra room below is the basement, where all the kitchen prep, walk in fridge/freezer, and Manager office will be. I…
The bounding box/sphere is calculated based on the meshes in the baker object. There isn't a way to manually set this up. To get consistent positions, what you would want to do is load all of the objects into a single baker object, and use the texture sets feature (assuming you have more than one UV layout / texture set)…
I commend you for taking the time to help aspiring artists. I stopped the video, poured a shot of bourbon, raised my glass and said "spot on" when you made the point about showing displacement shader balls instead of showing that you know how to apply the materials in game and layout the UVs. I'm so tired of seeing…
Hey there! So I have a few things to critique about: 1) Your HP looks very edgy (looks like you made some wrong supporting edges) 2) Your HP lacks a lot of details: at the moment it's too simple to attract attention 3) Your LP is really highpoly actually. A lot of unnecessary Polys... 4) Your uv-layout is super uneffective…
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