I haven't been working that much in UDK for the last year, so maybe better take it out to tech forums and support threads for xnormal and handplane, generally more users read those, but I here are some tests I did. Last version I've been actively using was March 2012, IIRC that explicit normals workflow with xNormal was…
Hey overall I have 1 or 2 simple questions..I am still natively using 2010/2009 at home since when I switched to 2011, and 2012 I noticed alot of weird lag in the view ports. Also in 2012 the uv unwrap editor changed completely and had a bug (but later was patched and fixed to my understanding) but the viewport never quite…
I need help! We switched over to the somewhat synched normals version of the unreal engine and so I started using xnormal again. I made a test model to stress test common high poly shapes. I am getting weird pinching artifacts in my normal map from xnormal now and I can't get rid of them. Facts: Tried Fbx 2012 AND 2013.2…
I'm using 3ds Max 2012 and Xoliul viewport shader fully supports that version of Max. I have 2014 version too, but I find 2012 a little bit better. And as it reads in Xoliul's support page: "Autodesk has completely broken shading in Max 2013 and 2014. I can not and will not fix this. You should go back to Max 2012 if you…
Hey guys, Happy new year! I wanted to share with you my latest personal animation work (modeling, texturing, animating, rendering and compositing in fact) did in blender 4.0 while being father for the 1st time (1st month was pretty easy compared to what I thought it would be. Don't be surprised that the situation changed…
Hello guys ! I just noticed a problem today on my meshes. It was not obvious but after seeing some visual artifacts (something similar to hard edges) and some weird polycount on the meshes imported in my UDK packages I started to investigate the problem. So, it looks like in UDK my binormals/tangent are doing some crazy…
We have just had one of the more crazy months in our recent times with the games release and everything that followed. We are hard at work on a bunch of fixes, tweaks and additions - many of which are content heavy. With the success of the game we are not only able to open our first studio location but also offer more…
Malcom, make sure your artist uses the supplied maya plugins if they aren't force triangulating the meshes. Maya handles normals related to triangulation differently than other tools. Basically, a quad can have different normals depending on which direction it is triangulated. However, in maya there is a third possible…
just don't upgrade unless you see a good reason in favor of doing so, i tend to only buy every 3rd or 4th version of things. i only upgraded from photoshop cs2 to cs5 last year, and did the same with maya 2009 when i upgraded to 2012 last year, and the only reason why i upgraded maya was because i was getting into python…
What I Offer: * SFW or NSFW artwork * One or multiple characters * Simple backgrounds * Cell Shading coloring style Pricing: * One character * pfp : $60 * Bust-Up: $60 * half body : $120 * Full-Body: $180 * II also do vrchat, vtuber model, comic and animated videos so please DM me if you are interested. But before DM me…