I was trying to move a polygon in 3ds Max but the gizmo is showing at a different position. Did I hit some shortcut key that I wasn't aware of? Please advice. It was working fine but I don't know what happened.
ALT + L to bring up the levels panel - select the BLUE channel from the RGB dropdown menu - then replace the 255 value with 128. Then set the layer to OVERLAY mode.
Hi! To sacboi's point, you might want to tighten up the mesh shading of the environment using hard edges. Since it's textured using a trim atlas which was baked to a flat plane, the normal map is not compensating for any gradients in mesh shading. I would note that the of the shading of the hero asset in Unreal appears to…
I seem to have not made myself clear :P FIRST! I'll explain the projects workflow! After acquiring a willing asset team and taking care of legal issues so the project doesn't go unfinished. Asset Team - Design a game (base concepts and what the gameplay will hold) Together - Plan out how the mechanics will work and discuss…
VCS: A version control system has it roots in programming.. when multiple people work on several text files any changes on the same file will be "overwritten" by the last one who changes this. So in a VCS everyone has an own version which then are tried to merge.. if there are changes in different location of a text file…
Not really following any tutorial in particular. I used the intro tutorial on Allegorithmic's site to get the basics and just started messing around from there. I'm pretty comfortable already with node based workflows, so that helped. For the AO, I've just been using the AO node that creates occlusion from the heightmap.…
I'm no animator, or really very good at rigging (I guess) but the way I've done this in the past (in 3dsmax) is this: Dummy/Point helper just above the clavicle, as the "root" for the strap. Dummy/Point helper for the bag. Then a Spline-IK setup with 3 or 4 control points (depends how much control you want) down the front…
okay this is a general overview of how i was up and modeling in maya in about a day or 2 in my freetime.. probably took about 5 to 6 hours total for me to be up and running. another note is i dont use much of the interface in any art package, i always learn the hotkeys or map them to my liking so the interface never gets…
I'd say you're on the right track. I recently went through Anthony Vacarro's World Building CGMA course and we went through adding detail normal maps etc. What nodes are you using to combine the Normal maps? Are you using a Lerp node? posting a good shot of your node graph would help in giving suggestions too. Scratch that…
2 options: -In your modelling package add a new UV set that maps the whole mesh in the square(or just use the lightmap uv set if the seams are well placed). Add a "TexCoord" node and set the "Coordinate index" to the uv set you want. (and keep in mind udk starts at 0, in contrary to max wich starts at 1). -Use the world…