Hello,When you have an input parameter Type/Editor as Float2 Position, does anyone know if it's possible to Hide the Position pins in the 2d View? The "Visible If" control only hides the Slider values in the Instance Parameters, but no the 2D view pins.I have a multiswitch where some of my presets use positions pins and…
There seems something off.. If we assume that the green part is on the "backside" of the chamber (as seen in the image; not recognizing what the "real" front or back is here) because the front side has this artefacts. Then there seems to be some overlap with these cyan part (especially with that "hole").. but there is also…
When I load a image into my materials in max and display them in the UVW editor background they seem too small. So the other day I was working with two different images. One was 512 x 512 and the other is 512 x 32. The 512 x 32 displays at double or triple the size - which is what I want my 512 x 512 to show up as. I'm at…
20 years ago it all was about details priority. A character face would have twice of pants texel size. A signature /decal on a wall twice of wall texel size especially if the wall is something plain colored. So it was pretty much otherwise and honestly that "priority" approach still have its value. In mobile games for…
Nice :) it's coming along. The floor. **Hold on. It might look too messy. They're are mailboxes on the wall. The mailman/woman giving the mail might see that it's too dirty on the floor, and would probably ask for someone to clean it (fictionally speaking). Someone will eventually take some of those pieces out, but not…
Waviness isn't necessarily a bad thing. Essentially it's just the difference between the low poly and high poly, so the more sides you add to the low poly means you will get less of a difference and therefore less waviness. It should be noted that the problem is view dependent so fixing it isn't always needed. You…
Yea the classic pelt map seems like it would work pretty well, but a planar map from the side will do the job too. It won't really fit onto a square texture that well so you might as well unwrap both sides and let them paint unique details on both sides. Either way, you might need to separate the fins into their own unique…
A minor point, but the badge is generally on the opposite side from the holster to balance the weight from the gun. Real badges are actually quite heavy for their size. Handcuffs, mace, and phones are also on the off-hand side.
Thanks Ayoub, PhilipK has some amazing tutorials on his site, definitely will come in useful this project. For normals I created a height map in photoshop, then took it to crazy bump, and tweaked the settings to get the best look... btw what do you mean by normal map blending? Is that like overlaying different normal…
Checking your script against our in-game stats, it matches exactly! Except... when I'm forcing a surface to turn off backface-culling. We do this at the material level, by checking the 2-sided checkbox. Then during export the vertices that have that material ID assigned will be duplicated in order to automatically create…