I`m having some issues with shadows at the bottom right corner of the image: I have 1 sided planes (turned backface culling off in Marmoset) as those rolled up paper parts on the papyrus. They are letting light through them. Was wondering if there's a relative simple way to solve this issue or do I need to add thickness to…
I just want to post an update here as well, I have "solved" the issue. Which is really to say I found a working solution. It appears that there is an issue with FBX painting. OBJ works fine once you've made sure that you don't have any mesh groups being exported. So I hope this helps someone with the same issue.
If I remember correctly, someone in the Unreal Engine forums asked about this recently. UE dev answered that no, you don't need high bit depth textures to do HDR. The primary problem being solved has everything to do with lighting, and dynamic range between for example directly sun lit surface and a shadow. Not much to do…
It's not really a mental ray issue it's simply the way AO works. Is this for rendering or texture baking? I have solved some alpha related problems with ambient occlusion (though you will never get each straw emitting shadow individually) but only for 'regular' renders. If you post an image of what exactly you're trying to…
Funny, I went back and checked it because you said that and the layer isn't hidden, but when Max makes the joint it makes it frozen which hides it. Since when did Max start hiding objects that were froze or is my Max broken? I don't remember that in Max 9. Either way, you helped solve my issue. Thanks!
4gb isn't that much for the kind of stuff people do here, and that sounds like the problem you're specifically running in to. It won't make your stuff faster or more responsive, like an SSD will but it will solve those problem's you're having. With $300 I would get a 256gb Crucial M4 and 8gb of RAM. 16gb on DDR2 just isn't…
If you don't mind sacrificing performance for quality a better approach might be to disable compression on the lightmaps. In a smooth untextured environment like this, uncompressed lightmaps will probably have quite an impact on image quality. To do so change the following in your UDKlightmass.ini:…
Tits. What time it is so I can leave. Solving other problems than the one I'm working on. I also usually have a DVD running in a small window so I might be thinking about that (I've just been on a cartoon binge - I just watched Futurama, Family Guy & South Park, Harvey Birdman, Robot Chicken).
That's an interesting script. The fact that you have to select the perpendicular edge loops is a bit limiting, and means you are always affecting 2 edge loops instead of one, but I can definitely see the uses. It doesn't entirely solve my issue for all circumstances, but it works for some of them, and if no other solution…
Hello. If my english is good enough I think the title self-explenatory. :D I have a problem with proper vizualization when I do hard-surface modeling. Especially when I work with booleans, some shapes are just to difficult to me or some transition from sharp to rounded etc. If you had similar problem like me, how did you…