Is there any way for me to dial this in to be more exact? On simple test objects the number is correct but if I load up something complicated it's usually off by ~5 verts. It isn't a big deal but it would be nice to know where the difference is coming from. The script->…
I've encountered a small problem with 3DS Max 7. Whenever I drag any item on my scene, It ignores the X, Y and Z axis drag-lines and allows free movement but also displays an odd little blue line joining the object to the old object position. At first i thought it could be animation and tweens, but i've removed all…
You would need to write your own shader. There's probably a way to adjust the UVs based on object scale, though I'm not sure of the specifics. You could also take a look at tri-planar mapping. There are a few shaders in the Asset Store which do this already. Tri-planar creates automatic UVs, either in object space or in…
Is that in marmoset toolbag? Two things to try. First look closely at the model and UVs in that area. Try moving those verts around to see if there are any hidden issues. Next, try baking to object space and test that in the viewer. If the object space looks good, your projection is good and the problem has to do with your…
Nah, you're fine. The highpoly mesh doesn't need to have UVs at all. It's only the low-poly mesh where the UVs matter. You can bake off of any object, or any number of objects, UVs or not. The only time UVs on the highpoly matter is if you're baking the highpoly's textures into a lowpoly. But I never personally had to do…
you can rebake the normal map using a normalbump texture type in the shader from your original object -> new object with correct uvs and it should reinterpret the normal map properly if you're using 3ds max. I haven't tried it in maya, but i imagine as long as you're using mentalray it should work fine? can anyone confirm?
I work directly in dropbox since it gives you a nice history in case of mistakes. For example i had accidentally instanced an object and when i made a variation on said object i messed up the others. All i had to do was go back 10 minutes in history and copy paste the old model into the latest scene.
UPDATE So I have the water now as a transparent object, but now i'm faced with 2 new problems. One is I need a fog of some sort underneath the water to add depth, and 2 for some reason, only one object can be seen under the water. Maybe the order the engine is drawing them in? Any way to change that?
There might be a few issues with that. Make sure under the object in marmmoset it is set as a Max object. Or (this happened to me in maya) Make sure to have the Normals box checked when you export your objs from Max. You also might want to uncheck the optimize box because I have been told that this can cause problems.
Hrm. Its still not right. How do I keep the local rotation of a wired or constrained object? As in y might be at a 45 degree angle on the master, while the y on the bone is 90 degrees. Also not at the same exact pivot spot in the world. So it doesn't use the local axis of the master object (bip) overwriting the local axis…