The newer Maya, it auto-fix the flipped faces when I freeze transformation it. In Maya, you should do the Reverse Normal instead of #2. If you have problem with it still, then instead of scale it across -X, do a 180 degree rotation across Z axis instead.
I agree with someone on the other thread. It looks like your lightmaps are mipping out. Check your lightmap UV set. This I actually dont know, is there a way to increase the padding on your lightmaps generated in UDK? Also, make sure your tiles aren't completely on the edges of your UV space. nothing at 0, or 1 in each…
move the uvs of each group into their own uvspace, like head into 0-1 space body into 1-2 space and legs into 2-3 space now uf yoj render to texture it will render the head, to render the body you now move the uvs -1 unit on U axis. For the legs move it -2.
You can do it if you detach the angled piece and adjust the pivot point and then delete the old symmetry and apply a new one. Alternatively, you can click the Symmetry modifier to get into gizmo edit mode and you can move the mirror axis about and rotate it.
I need my UVs to be laid out from bottom to top in relation to their position in the Y axis. Something like 1/10 UV space = 10/100 Y Axis. I just need it to sort the objects like that for me, the grouping is more important than the values.
Obligatory Axelay mention. One of the best shmup soundtracks ever: [ame] http://www.youtube.com/watch?v=AfBDur-l6nQ[/ame] Regarding the how and why of modern vs classic video game music, I think there are three important factors to consider: * Nostalgia. As mentioned before, nostalgia tends to cloud the mind to no small…
ive heard of atlas being used for realtime generated 'swatch' textures, with each swatch being uniquely unwrapped like a character--(for like, MMO armor combo permutations), but usually I've used the term for a large texture with swatches of tiling textures. Usually weve planned these doubletall, or even quadruple tall…
Regarding the POV since you're doing this vertical thing. Have you tried to see what results you get if you mess around with Preferences -> Apect Ratio Constraint? I was thinking that in your computer settings you could set your screen to be vertical and then change the settings to the Y-axis instead. Then you'll have a…
@Khael I think
adjusted the brightness values on cine camera actors that exist in UE4 to make
sure that the image wasn’t too dark. I don’t
have much experience when it comes to a modular approach. But somethings I can
recommend are. · Setting
up measurements beforehand and using real world measurements. In my case I made…
thanks for the reply, great news that custom cages are coming :) i cant add extra bevel edges due to tri count budget unfortunately. ive always found a custom cage with the flat side of the cyl being flush with the hires flat side has always eliminated most or all of the waviness and the offset will shrink the cage along…