Hey Jogshy, I think I may have come across a bug? I've tested quite a few things to find out if it's just me being silly, but the error keeps happening. Here's a screenshot: You can see the test models I have, just a simple box, 12 triangles, and a similar box with rounded corners and edges. The UV layout with the…
I have a geforce 7600, and the 3d viewer used to work fine for me. I really dont actually use it for anything anymore(use our ingame previewer) but i wanted to just check it to see if the models were even rendering right there.... and it just displays nothing, anyone else have this problem?
Gaaahhh! Amazing! Question: Why is it that Jogshy can whip up something so useful and awesome in a matter of weeks/months (for FREE no less), but multi-million dollar companies cannot seem to get it right after a couple years? Answer: Because he's fucking awesome! MoP: Looks totally rad fella!
hello everyone! i have a trouble with baking color map. highpoly source is from zBrush and GUVtiles are flipped verticaly before export from zBrush. everything is baking right except color map... tried not flipping uvs before exporting color map from zBrush, but no luck here. hope for the help, thanks!
Have you tried inverting the green channel? one reason i think thats the problem is that it views fine in maya. maya and UE3 use different normal coordinates and xnormal does as well by default. so if it looks fine in maya then it is in no way going to look right in ue3 unless you invert the green channel.
Awesome update, Santy, this is going to speed things up immensely. Don't have anything on hand right now I could send you that's not under NDA though. Bug: It seems the automatic naming for the resulting vertex color transfer map is using the _occlusion suffix, so it overwrites the ACTUAL ambient occlusion map that's been…
You probably need to set up a cage for something with a complicated shape like this. What you are seeing is ray casting error, where the mesh is being traced incorrectly, because the ray distances are incorrect for some parts. Generally its always best to use a cage for baking, unless you are just baking onto a plane or…
Jogshy what SpeCter says is correct. That is the highpoly you see. The curvature data is generated with rebb's r7_vertCurvature script and stored in vertex colors. All I did was export this in the SBM format, and then import the very same file right afterwards. Unfortunately with these errors. :( If you want I can share…
Hey I was thinking perhaps some sliders that allowed the user the option of changing the opacity of the wireframe and it's colour on your mesh. Right now the wireframe seems too be a bit patchy not sure if it's my video card or not. But I think the ability to change the opacity of the wireframe and it's colour would be…
Hey guys, I'm getting some weird artifacts when baking. This image sums it up pretty well, although in reverse order. You can see on the left what the model with the normal looks like, the middle of the normal map itself, and the right is the low-poly and high-poly with the cage clearly covering it. EDIT: Okay it was the…