Hello Polycount-Community, I read that one should alwas model in polygons which are (automatically?) converted to tris upon implementation into an engine (f.e. UE4). I also read, that the reason for that is a) better animation possibilitiesb) avoiding shading errors of ngons Now lets say I have the back of chair with some…
I know there is InsertMesh and subtract with DynaMesh and Reprojection but that is all too imprecise for my taste, here is what I mean: I tried to split them: First sub Dynamesh on the right side with a simple insert mesh box, then sub Dynamesh on the left side with a simple box and the mesh previously duplicated. I made…
I am trying to create a better effect for a laser projected hologram using unity + shaderforge. I would really like the appearance of the light rays sweeping back and forth and flickering so it looks like the rays are drawing the hud image. Has anyone done this effect before in a shader? Scrolling textures side to side…
Hi there ! I started to work on this guy during a Zbrush class and he was first supposed to be a "no brain sculpt made only for fun". But then, I decided to use him to experiment on character creation workflow (and especially on how to create good looking diffuse and normal maps using Zbrush and 3DSMax). Here's the new…
I'm looking for somebody to help me take a handful of character models, each with distinct proportions, tweak them to fit on a common skeleton (provided by myself) and then skin them to this skeleton - preferably in 3DSMax. The characters are all around 15,000 polys and the skeleton is a pretty straighforward humanoid rig…
It's a good idea to freeze transforms on anything you plan on moving around on a character so it's easy to get back to a default pose. Of course if you have moved things before freezing the transforms, you won't be able to get back. Another option is to use the skin pose functions. You can find them here, but basically you…
If you are using the Biped character rig, then yes. There is an easy way to link both hands to one weapon Select the hand(that you'd like to attach to the weapon) on the biped. Then goto the> Motion panel> Key Info rollout Under IK -> click the white arrow and select the object you want the hand to follow. Then, Set either…
Yup, makes total sense. I was naively expecting that all would be good in the world if if all exporters and importers respected tangents and binormals ... but the following totally justifies the use of a custom calculation:…
I did some new tests with the help of some friends today. (Tested with UDK November 2012, same behaviors observed with UDK February 2013) Settings used when importing my tets mesh : -"Explicit Normals" enabled -"Import tangents" disabled List of FBX files exported from : -Maya 2011 [FBX 2011.3 / FBX 7.1.0] -> Not working…
Adopting to 4.13 and mesh decals instead of projected 2nd uv channel decals comes with a lot of restrictions unfortunately. One of them is that in cases where you use Color (Albedo) in the decal shader, you override the metalness value of the underlying material. it's also not possible to do metallic decals since metalness…