Well, for now, what I've end up doing is going in the keymapping and swapping the "X/Y/Z axis" keybind with the corresponding "X/Y/Z plane". So for instance "Y Axis" is now "Shift+Y" and "Y Plane" is simply "Y" This way the workflow is "Drag -> Y -> Drag -> Y ..." which is far simpler than repeating Shift+Y, still not as…
You have only those one from pugettesystem, i was also wonring bout the same question.. https://www.pugetsystems.com/labs/articles/V-Ray-CPU-Comparison-New-14-16-and-18-core-Skylake-X-Processors-1043/ https://www.pugetsystems.com/labs/articles/KeyShot-7-CPU-Comparison-New-14-16-and-18-core-Skylake-X-Processors-1044/…
because i want to test if the seam was appear or not, usually when im unwrap with uvlayout and bake the normal map with x normal there almost no visible seam but one day when i work,there an ugly seam appear the smoothing group on my character was set properly i use x+ y- z+ normal map and i apply it to ue4,3dmax and…
Glad you like it. I'm not using any other geometry. I plan on doing a write up of some of the ice and snow stuff at some point :D It uses the world space vertex normal to find which parts of the mesh are facing up and down. With that separation I can make snow form on the top and spikes on the underside. X = Strength The…
A)What are your grid settings in Maya? - length and width settings [x] units - Grid lines every [x] units - subdivisions [x] B)Did you set your scale to centimeters or meters? C)What size are your texture sheets? (1024x1024?) Would it be better to combine them into several 2048x2048 texture atlases? (less calls for less…
Im having trouble with imports, it completely crashes my UDK, it doesnt even respond when I use end task on task manager or the click the close button, it just freezes. model info: Tris: 1362 texture map size: 2048 x 2048 normal maps 2048 x 2048 specular: 2048 x 2048 Custom collision mesh made inside max 2013 I cant see…
The cage is a visual representation of where the rays are going to trace to. The numbers you put into the ray distance are a bit meaningless if you don't know what they relate to. Even you just inflate the low poly model by x amount it's still an representation of how the normal map baker does it behind the scenes with the…
let me try and redo it with x-form rolling. Ok reseted the x-form and rexported it via xnormal format and not OBJ this time my mesh projected............BUT the mesh is projecting much like I spoke of, very hard and undetailed. I also had smooth normals checked as well much how I said before it captures major forms but…
yeah, seriously! it's not like Doom 3 could possibly be considered graphics intensive or otherwise prove to be difficult to run splitscreen on the x-box!!! come on man. you work on games now, you understand the kind of shit that goes on and what it takes to make games. don't try and push off your own uninformed…