Hi guys, I am currently trying to get my head around creating custom vertex normals in max 2013. So far I love them but they only seem viable on large flat faces or simple assets because 'out of the box' max makes editing them so fiddly and time consuming they defeat their own purpose. I have read the popular thread…
Hey guys, I'm trying to do a quick cloth sim to just get some nice cloth distortion and save me the trouble of sculpting it in Zbrush. Issue: I've made a spline with a sweep modifier that cloth is to drape on, the spline always acts like it's collision mesh is far bigger than itself: I'm in SP2. My steps to try and fix…
So I was trying to see what the new grunge map feature does. I loaded in one of the included maps and the suite freezes. I close the suite and relaunch it. I then get the launcher telling me to download 1.7 (which I already have). There is no way round this and it takes an age to download. This has happened both times I've…
....as long as you add a 'Tassie' (Tasmanian) devil sometime down the track when beginning to populate this level with chars, I mean at least a salutary nod too LTs 40s & 50s TV anim vintage - then I'm all good wid dat B) Also no worries about copyright infringement shite either cos one can't patent intelligent design…
MANTICORE C.U.S.T.O.M. XG High-Frequency Blade - Chimera Custom XG Edit: While stylized stuff may not necessarily be my cup of tea per se but anyway all the same, liked how the artist finished it off B)
Sounds like Maxon just implemented multi UV edit and even more UV improvements for S23 which was the biggest issue, big rejoice. Edit: You still cant multi unwrap, but multi edit. So the issue is that you can not make your auto unwrap fit them ideally in scale to one UV. This is still a shame. The best workaround in my…
If you're using another program to unwrap after editing the normals, while using the .obj format between apps, you can transfer your UV data over. The Mesh->Transfer Attributes menu will allow you to transfer UV sets between objects. As for editing the normals of objects that only exist in .obj format, you can always…
Uhm, I wasn't really sure and thought it could be me because I had been looking at it for like an hour, but it seems it wasn't just me!. The black (well, dark brownish gray) horizontal line is meant to be the part with bolts (though they are hard to tell) that hold the main metal bars. I will make it a bit lighter so it…
the reason you don't want to animate the material instance without a MaterialInstance(MI) Actor is because it means it edits the package. so the first problem is that it means that because you edited the package, that becomes the saved default for the material. IE if you use it to make a light switch then play the game and…
Sorry but this is just bad advice +on top of bad advice, baking, then removing geometry, then editing uvs? Editing your geometry after you've done your bakes will alter your mesh normals, and generally cause smoothing errors. It is not recommended unless you can make sure the mesh normals stay exactly the same. It is best…