Yow Travis, Succeeded, not deleting that much on my side. Only 35k out of 2.35Mo lines. >> A way to recover a .ma file (did it once or twice years ago) is often to start by deleting all 'set attrib' lines at the end of the .ma It generally helps recovering at least all of the meshes inside. But tends also to leave you with…
After getting the above code to work by concatenate each string array manually instead of using a for loop to do it. I realize that this method is way too slow. So I decided to use a different approach. Instead of using multiple polySelectConstraint , use only one with a bigger range which selects the uvs covering the tile…
These are the final props I entered into the Shogunate ArtStation Challenge. Combination Long Rifle "Whisper in the Wind" The design is based off an original concept I had made for the challenge. I love multipurpose weapons and things that lock together to create something new. Working on the Shogunate ArtStation…
If you think about it, the only time you need to cut it is if you have a 90 degree edge. Even if you combine the UVs from SG 2 and 3 and leave the UVs for 1 separate, you can still have the entire model have 1 SG except the back if there's mesh there since that is a 90 degree edge. The bake will grab more information that…
Hi TruStory187, I actually work for a company that's developing an online computer game for children where the player's character (avatar) is extremely customizable. For the meshes we only use 1 body mesh with two texture variations, a boy and a girl. I'm the modeler/animator on those but we have a texture artist who did…
I'm actually creating a script using the surfaceSampler function... It worked very well during to last days, and this morning I obtain a stupid error, and impossible to know what it means! T_T.... if someone knows what means : // Error: line 1: image has unsupported number of bytes per channel: 255 // // Error: line 1:…
Yeah unless all you have is a flat plane almost every static mesh will need a separate set of UVs just for lightmaps. The general rules for lightmaps in UDK are: 1. Make sure there are no overlapping UVs. 2. Make sure there is 2 pixels of padding around each UV shell (4 pixels total between two different shells) to prevent…
Off the top of my head, this is assuming you're comparing lightmaps to a real time shadow map solution. LIGHTMAPS pros: 1.quality of the light rig is unlimited as it is baked, so you can do whatever you want global illumination and all that magic 2.saves a lot of frame rate, our real time shadows costs about 4ms which is…
Hi there :) I'd add a few cons : - Dynamic subdiv's crease levels always resetting to 15, while user might not want that (I often opt for 1 or 2 depending on the density of my topology), maybe recall the latest used value or allow to store it in the preferences - Add a way to clearly set off Dynamic brush size everywhere…