I'm curious about best practices for using a single texture space for multiple objects. Currently I'm working on cash register, checkout counter and safe. I'm using one 1024x1024 texture for all three props. Is this a good way to save on texture space, or should I just move to smaller res and put them in there own texture…
Are you asking if you should use one texture for multiple objects? Or if you should use the same UV layout for different objects? What are you asking here?
This is a hard one to explain so I tried to capture it in a screen grab. Ive noticed this before in Unreal Projects where when you do a light bake, the reflections don't always work as they should as you move through the scene. I know that real time engines are not always physically correct but I thought maybe someone…
Hi, guys! I was wondering if there is any way to make the Position Object operator respect a specific appearance hierarchy. This is what I'm getting: But in order to make a fluid type o simulation, I wanted it to do appear in this order, from bottom up: Any thoughts?
Hello there! I'd posted the other day asking for a portfolio crit, and after the comments I got there, this is what I came up with! I'd never really gone through the whole process of building both a high and low poly and transferring the details, or really working with separate maps (normal/diffuse/spec/gloss). But, I…
So i have simple box model, simples possible with 8 vertexes and i want it that in Unity3d when it is hitted by other object to fall into pieces/explodes. I could cut it and break it my self and then animate every part by itself but it would take too much time I guess. So is there some automatic way of doing it? 3ds max…
I need to render only object and it's shadow (that casts on the plane) in the scene. In order to be able to paste ladder and it's shadow like 2 different layers in photoshop. I use Vray. For example: from the whole scene I need to render only ladder and it's shadow (on the photo below ladder doesn't has shadow, I know. But…
So I'm trying to retopologize my model in 3d Coat, my model in zBrush composed of multiple subtools, I merged them all and exported to 3d coat, but it is extremely difficult to draw new topology on the stone in handle, so I wonder if I can isolate different subtools/objects in 3d coat (like "Solo" in substance painter or…
My typical workflow in toolbag as a newbie. 1. use default skylight2. add sky light by LMB on the light editor3. the light will become "Sky Light 1" and;Type: Directional Cast Shadows On by defaultContact Refinement Off by default my problem was the additional sky light 1 has no effect on my object until i turn off the…