I noted a little problem with the tangent space settings on the meshes today. It seems the dropdown menu is broken whatever setting I use. If I import a mesh without enabling any compatible space, my rendering is fine. I triangulated the mesh in Maya 2013, exported it as an FBX 2013 with normals, tangents and binormals. I…
Hello, So I'm getting into substance painter for the 1st time and I was introduced to this new term: "compute tangent face per fragment ". Now I have found some places online explaining what this is though, I don't really fully understand it and have to do more reading. To give some backstory I'm making a character in 3ds…
Whenever I enable Y-axis mirroring for my model, the underside of a part of it gets a really strange effect when using the scrape tool. Mudbox slows down by a lot when I use the brush, and as you can see there's some kind of strange artifact on the stroke itself (they're removed when I update the camera by moving it around…
okay so... first things first. I looked around on the internet how to make something happen in max based on a specific button being held and it led me to some dotnet stuff. Works great. However I was wondering if anyone knew how to set it up to use mutliple keys. I looked around a bit but it is difficult to find something…
When I'm working on a model I'll often need something like a cylinder or box to add geo to a mesh. However, when I create an object in any of the viewports it's generated far behind the mesh I'm working on. Even if I try to generate say, a box, ON the mesh I'm working on it still ignores it and creates it far in the…
@musashidan For Quick Delete, I assigned a shortcut by right-clicking the button in the side bar, but it only works for edit mode. I had to manually copy the shortcut (mesh.smart_delete) to Preferences > Keymap > 3D View > Object Mode > Object Mode (Global) for it to work in object mode. About the default Delete menu in…
Still, prosmology. I've noticed you posting like this in other people's threads. All I'm asking is that you don't jump on the concepts and start working on them before I even agree. That's all. ^^; MdK>Which one? And go for it! I'm a fan of your invoker hair, btw. Looks great. :) Zipfinator> awwww shit, i keep forgetting…
Well , thanks for your answers and also thanks for the VRay RT tip. But I didn't get what you guys mean. I just made a composite material and assigned it the materials. all of them have their "Show in viewport" option enabled. Also I tried to disable/enable "Show in viewport" in "MAP #3" and "MAP #14" but nothing changed.…
Thx @McGreed, I read through that article. My current issues: * IF I put the pivot on edge/corner, then I have a problem with shared walls. (basically, you will need to distinguish inset and outset walls when designing modular furnitures.) * IF I put the pivot in the wall (center bottom or somewhere else), then I have a…
Hey, thanks for posting the problem. I forgot to compensate the ambient light for pre-multiplied-alpha in maya. If you want to fix it yourself locally, then you can: Enable Advanced Mode Go into traditional game surface shader Go into "InsideLightLoop" grp Find the node "AmbientLightAndAO" Create a "Multiply" node Connect…