Yeah possibly... I might be to systematic (again) on the damage. I'll go on on the diffuse once the artefacts are solved, And I'll be able so bake the undamaged version to remove a bit this systematic aspect. About the tangent basis, I used the basic settings of xNormal actually... I'll try to change the normal display to…
Its because you have multiple seperate Objects behind each other. I guess there is an option in xoliul to set the render order or to enable Hard masking to make multiple objects visible through transparancy (for example when you render grass planes). http://viewportshader.com/help/ then you go to material properties ->…
Getting there slowly.. Done a first material pass on the toaster and now im trying to figure out how to continue with the grime, dust and burned parts. Have some seams on the metal casing that i thought triplanar projection would solve, but nooo. Anyone having a suggestion? :) Also need to place the lamps on the buttons…
Thx for explain that! From maya it's only works as you wrote (explicit normal:on,import tangents:off). For a fbx which came from XSI the import tangent has to be set ON. I'll export it with a 2nd UV channel for the lightmap and hope this will solve this concave shading problem. Still don't understand why it's became like…
Hey, not sure from the description where/if you're stuck, but I hope this helps: Right now, your sofa has a lot of hard edges. This can be solved by adjusting the bevel radius of your pillows. It also looks like you beveled the base cube first and then scaled them which is suboptimal. Do it the other way round, that way…
I did eventually find out that "XNormal can bake polypaint" meant I had to do things completely different, which I figured out by doing all the things you mentioned. So problem solved! ...I would like to know why Zbrush wouldn't bake that polypaint to a texture, but I suppose that will just have to be one of the mysteries…
Had some trouble with my decal atlas showing a thin white line at the edge of each decal. Apprently having frac after add instead of after TexCoord solved it. So now I'm starting to place stickers and graffiti in my scene. And btw, does it look like my dumpster has scale issues? Here is my simple master material for my…
Common sense rules here, wouldn't you say? If it doesn't look right, did you TRY flipping it and looking at it in UDK to see if it looked right? By default, NDO settings will need to have inverted Y to look correct in UDK. We learn best by trying, not by having our hands held. Just try it next time before posting something…
I did try both the options earlier. However I have solved it. Had to select the individual pieces and flip in polygon mode. Then kept checking the sections using Quick Render to locate troublesome sections. I still do not know why it happened though. The whole model was fine earlier, then some sections got flipped. Has to…
That's a smart setup, Prime8. @ bug: Set the Chain Length value of the Inverse Kinematics constraint to the number of cable bones. It defaults to zero which uses the whole hierarchy above the constrained bone. The constraint will solve all the way up to the hip bone (which is usually the parent of other branches in the…