So, I work a lot with objects that are mirrored on the X axis in order to save texture space. But my meshes have this very visible seam along the center. See example: https://i.imgur.com/OZRgIqfg.jpg In this example, the mesh has a visible seam already and I haven't even baked yet. So, I've tried using custom vertex…
Assuming this is Toolbag: The easiest way to do this is to bake both UV sets in one baker object. You can use the texture sets feature to bake both at once. Apply a unique material to the objects for each UV layout and then turn on Multiple Texture Sets. This will bake a set of maps for each UV layout. Ignore groups will…
-Is your maya file inside the gameSDK/Objects/"name of object" and are you exporting from there -If you go to the rollup bar -> "Brush" -> open the objects tab, does anything show up there, and if not, try pressing the reload button. That's all I can think off for now :p
Hi there, I will like to add a modifier (uvw mapping) to a bunch of objects but I dont want the modifier to be applied to the group but to each object independently. Is there a way to do this? Thanks for your help!
I'm trying to figure out how other artists handle lets say just a simple prop or object that has its own unique unwrap. 1. High poly model 2. Low poly model 3. Unwrap and Pack UVs 4. Mirror symmetrical model details 5. Combine symmetrical meshes into single object 6. Unwrap symmetrical UVs that meet on an obvious seam line…
Whenever I mirror any objects in 3DS max and import them as FBX files into unity they appear flipped. Is there something I need to do inside 3ds max to stop this from happening. Is this related to the objects pivot when it's mirrored in 3ds max?
hi,i thought this might be a good forum to ask my random question here as you seem to be like border between 3D apps, custom shaders and game engines, is there a way in maya viewport 2.0 (with maya materials or shaderFX or any of the other realtime shader) to make one object (poly geo) always draw behind everything else,…
my objects in blender are transparent in solid shading mode after I switch back from wireframe shading.. but if I never used wireframe shading the objects are solid as they should be when in solid shading mode.. bug? what is going on? Also when I am in the modeling tab solid shading is fine (not transparent)
Yeah max supports unwrap of multiple objects. You don't have to combine them. At the end, you generally want to have the less objects possible, because parsing objects is ressource consuming for a real time engine. But when building your model, you do whatever you want.
hey guys, I've been working on a model for a while and it's not showing up in my viewport. I've tried using Display>Show>All, which didn't work. I've duplicated it a bunch of times and now there's some things in the outliner (set1, set2, a bunch of groups(??)) that don't seem to do anything, and deleting all history…