Good afternoon, I'm new in Unreal, I have the following problem: Edges are visible when baking stationary light, but when light is movable its all good, tell me plz what I'm missing?
So I'm finally deciding after long time lurking on these forums to post up what I am currently working on. Right now I am working on the subway scene from Mirror's Edge that was also on of the Monthly Noob Challenge. Loved the colors for this and wanted to give this project a shot, also want to work on being able to finish…
http://www.pcgamer.com/2014/06/24/mirrors-edge-2-will-be-focussing-on-first-person-combat-says-dice-general-manager/#null So you are taking the worst element of a great game, and making it the focus of the sequel. Wow guys...
Hi Guys, I'm certain I've seen a plugin for Maya that creates this kind of twisted edge flow at a single click, but can't remember where or what it's called. Any ideas? Any clues or suggestions would be massively appreciated. Cheers!
Hi ! So I have a goblin that I wish to bake, and I tried to skip the retopo part by using zremesher in zbrush and importing it to Maya. But when I tried to use "soft edge" the whole figure looked all wrong. Is it something wrong with the normals, can I fix this in Maya or do I have to use retopo after all ?
Experimented with a stylized texture style, just made with plain paint colour in substance painter, with a few generators to make the edges, really quick texturing style and fun. Modeled in maya and zbrush, textured and baked in substance painter 2. model
My new script. http://www.scriptspot.com/3ds-max/scripts/miauus-edge-cutter Special thanks to: Panayot "Anubis" Karabakalov http://project3d.narod.ru Enrico "SyncViewS" Gullotti http://www.illusioncatalyst.com [ame]http://www.youtube.com/watch?v=ghVQkospydY[/ame] [ame] http://www.youtube.com/watch?v=dmOl36yXUck[/ame]…
Is there a way to increase the thickness of edges in 3ds max? I have a 4k monitor and the scale is horrible. After some work in it i'm starting to get a headache.