Hey guys, I'm trying to make a blueprint in Unreal Engine for asset presentation. Idea in general is to make circular array of assets that will rotate to take place before the camera when player press key/mouse click. I've started with simple script for spawning static meshes around circle with even distance between each.…
So, i made an asset. it consists of 7 objects. I named them to bake by mesh (a_high, a_low.. etc). And generally normal was baked fine , but when making AO with self-occlusion it was good except those places under the cap\roof of the model. there are white lines - they shouldn't be there. AO stops there for whatever…
Hey guys I wanted to create a little road/sidewalk that bent into a continuous torus knot however I am having trouble with the beginning and seams as they aren't at the same angle. I created the spline for the Loft object by copying a spline from the default torus knot in 3ds Max. Is there away that I can adjust the angles…
Hey guys, I made a tutorial for cubebrush describing a technique that I use quite often to add detail my Highpoly objects in 3d Studio Max. Check out the video here or if you`d prefer a text version go to my Blog Let me know if you guys have any questions
I have one character model and assigned a sub-multi material to it in 3Dsmax. The head, arm, and body each have a separate UV sheet. I tried baking in substance painter, xNormal... the normal looks really inconsistent between the UV seams, which I feel impossible to use some photoshop technique to fix it. I am certain that…
I want to create a simple command, that will take the selected components and align them to a point under the users mouse, limiting the movement to a single axis. This can be done in default Maya but its cumbersome and involves multiple steps: * Select components to be moved * Activate the axis they are to be moved along…
I'm baking complex objects in Maya using Transfer maps. I have the high poly model (A smoothed high res model) of a bag that I'm trying to bake down to lower res. What's the best way to organize and do this? I guess I bake it in pieces too? Should I just make the whole low poly as I think it should be around the high, lay…
As in the scene scale is too big or too small? In max 1 unit = 1 unreal unit and think the same is true for unity and most other engines. The only way to screw that up is to make things too big or too small, or muck around with the unit setup.... If you're talking about the actual scale of the object has gone wonky you can…
🎉 Toolbag 4.06 is out now. This free update presents extended support of the #OpenUSD (Universal Scene Description) file format, including compatibility with the NVIDIA Omniverse ecosystem. 🧱 Moreover, we’ve added an Object presets folder to the Library so you can quickly block out scenes with premade 3D assets and…
I'm currently working on a UDK project which requires to apply an image on objects as if the image is projected from a projector. In Maya, I can accomplish this by using a File node as projection (Proj Type = perspective). However, I can't find a way to do this in UDK. I noticed that there is a Material Expression called…