you need to offset the uvs of anything that shares the same uv space like Eric mentioned or assign a different material id to anything that isn't mirrored then bake by material id. you would have to assign a different material id to everything that is mirrored as well. Offsetting might be faster though.
You don't need to animate, just select a bone from the list, select a bunch of vertices to attach to that bone and click "assign". That's it, once you have assigned all vertices to some bone you can export (use "Select Unassigned" to search for stray vertices once you're done).
Every time I reopen the scene the XRef materials have reset. - I tried assigning a normal material to the XRef objects and it resets. - I have tried assigning a XREF material to the Xref object and it resets. - XRef Materials Overwrite On/Off gives the same result. - The XRef object does not have a material in the XRef…
I'm trying to do vertex type blending using substances in UDK. For some reason I can't seem to assign an image to the image input that I built into the substance. The input shows up, but nothing happens when I try to assign a texture to it. https://dl.dropboxusercontent.com/u/9194933/UDK/TestCube.fbx…
Trying to do this horrible horrible extra credit assignment for a class and i noticed how much i suck/hate programming. Not to get into to much detail about the extra credit assignment but it involves rewriting a code using loops. So my 1st question for anyone who can answer it for me is ... what does \n mean and/or do for…
I assigned "Quick Planar Map" in the Unwrap UVW category to S but when I press S it just Snaps Toggle in the main bar so I went into the main menu and turned the hotkey off for that button but the QPM button still doesn't work. Apart from assigning the hotkey, what else do I have to do?
This is another assignment done for class, was wondering what kind of pointers you had for me. Assignment was to model this object from the "Mass Effect" series, as well as create a diffuse, spec, ambient occlusion and normal map for it. Poly limit for the low poly model was 500, and I think mine got to around 350-400.…
@Fabi_G Yes, I've tried assigning the materials individually and the results are still the same: solid red map. It would make sense that the problem would still persist, as it just assigns mat IDs behind the scenes in order to create a multi-material. That is really odd that it works by exporting it to Blender. Like I said…
If you dont have assigned smoothing groups ( i dont know how this works in Maya) UDK usually does its best to assign smoothing to the model. However if we could see the Normal map for the thing i think that would give us the information if this is a UDK issue or a xNormal issue.
In the code you posted, if objects have po=3 then they will only be toggled to 1 if no other object is 1. Let me know if there's something you didn't understand. The strangest thing might be the enumerate function, which returns a tuple (a read-only array) that is being unpacked into the 'index, v' variables (aka multiple…