I'll be that ninny. You aren't screwed at all. Epic added some great static mesh placement tools that make foliage placement a breeze. Setting up some scale/rotate values in the advanced mesh placement tool and using alt s click which aligns meshes to the surface of the object you're placing them on makes it really easy…
Thanks for taking time to reply, I recreated the scene for testing, from what i observed, whenever the light is near the object the bakes will get funky results. Below i posted the images from the view port and also linked the baked maps and test object(.Fbx). If I miss anything please let me know. If I miss anything…
As a tip, the lighting engine in UDK likes sealed objects. floating planes are more prone to causing glitches and errors with lighting, so spending the time to make it a rectangular prism for a wall instead of a plane is recommended as the extra polys wont count for much. Plus by putting some "unused" sides on objects…
When you say "group" do you mean the function in the Group menu in Max? A Group in Max is merely a hierarchical linkage, hiding the children from Max's UI. So the Group itself is a dummy node. Anyhow, in the Projection modifier you can load multiple objects, and these will all be "seen" by the lowpoly object you have…
Hey! As for the most recent shots, I'd say you're materials aren't looking very accurate yet. Even just the coloring, not even thinking about the spec yet. To be fair they're not spectacular in the reference but still. Also, I would personally use a metalness map approach for this object instead of a spec map approach for…
Just go back to your lowest subdivision and reimport your original object with the uvs intact. You need to have the tool active but not dropped onto the screen for it to work out. There have been instances where it didn't work, so our solution was to have a second set of uvs saved in max with which we replace the old one,…
That's just the way the Max Render to Texture works with multiple targets as far as I can see. The render to texure/projection mapping is done on a per object basis, so you don't get problems with objects getting in the way of others when baking. Everything has it's own UV space, so once they are done you just need to…
It feels very empty to me. I would like to see more objects in the scene. More boxes, bottles, carts for moving boxes on pallets, maybe some hanging wires here and there. filler objects like that. I haven't been following Dead Rising too much, but do you think that a blood covered awesome looking ax would work somewhere? I…
I think the process that he describes goes like this: 1. Render out a basic skylight image of your object - Example 2. Delete the skylight from your scene. Apply a material that has a high specular to your object. Through Render Elements get an image of your spec highlights - Example 3. Take the two images into photoshop…
Thank you so much Alex_J! For some reason issue2 that I described above is no longer happening, but issues 1 and 3 are. I'm not sure the proper way to set min and max limits. I don't see an option for setting limits within the Advanced Skeleton UI. In this case, I am confused by using the per-node limits native to Maya via…