Oh crap. The colors on the https://polycount.com/discussion/71538/how-to-directional-lightmaps-with-3dsmax-vray post, are just remap to 0to1 range. I complitely missed that in description (was too tired and sleepy) and looking at 0.5 value i was immidiately thinking about remapping but i was initially calculating the…
First problem: Smart phone camera. * Unless you went into advance camera settings and set exposure, focal length and white balance same. This is an expected outcome for texture in MS, Try this dataset in Reality Capture as its more forgiving. * Before building mesh in MetaShape, check the quality of your tie points and do…
Looks like the kind of errors you get when alpha blending multiple meshes within the same primitive. Try detaching the liquid into multiple models. Then try manually re-ordering the mesh parts, by vertex order, back to front. Some info here that might help. http://wiki.polycount.com/wiki/TransparencyMap#Sorting_Problems
Thanks, Arthaven! When I lost my animation due to user error (don't ask, I'm still learning...) and made a new animation, that one exported out and has come into Marmoset just fine. I'm not entirely sure what the difference is. Maybe I accidentally didn't keyframe a bone the first time?
Hi, Monster. I apologize for the late reply. I'm using Max 2017. All of that code works except for, "skinOps.GetSelectedVertices". I get an exception error when I try and run it. The code isn't highlighted, either. Is there another way to get the selected bones with a custom function? Other than that - this is good. I…
This is for you ZacD, I did a very rough, unexploded bake for test purposes when the unwrap of the torso was done. Shown with a Ambient OCC map in Xoliluls viewport shader. Don't mind the errors since it was baked in one piece.. :P Oh and thank you very much everyone for the far too kind words.. :)
Concentrate on blocking out an accurate model. It looks as if you are using zbrush to create this. While this can be done, if you are mimicking a real life object, it is better for proportions to get the shape created in a standard modeling package. I could point out errors, but every piece of the weapon has proportion…
I have upload my submisions but I can't fix my no2 winter skinpack for eastern front i get an error 9 , so what i have to do I leave it in that way and post the update preview in the final version and after what? how you will have that version and not the previous one.?
Thanks! Working out the basics of a health and damage system. I'm currently looking at converting this to a component system versus just a shit ton of variables floating in BP. While it works, its really heavy to copy it from one character to another and is really error prone. Player Damage and Death Enemy Damage and Death
You can reduce the gizmo tolerance in snap settings to quite a small number. I find doing it twice can often help too. if you're looking at imprecision of 3-4 decimal places it probably doesn't matter in practical terms as you get floating point errors in very small numbers anyway.