Ah yes, you're right. I assumed it needed a threshold so I just made it smaller before. Turns out the fix was to remove it completely like you said by making it 0. Cheers Here's a quick function I made out of it in-case anyone is interested: fn isConvex obj =( local convex = true -- set the selection level to…
That car doesn't look that appealing but is amazing for what it is man. Good reading on that blog too, thanks for the share, never heard about this one before. Also this: The Jaguar C-X75, a beautiful blend of electric and turbine power. Still a concept... but damnnnnnnnn Making sure I get this right... 0-100km/h 3.4s…
Are you trying to use lightmaps on your static meshes? If so, then UV channel 1 (0 in UnrealED) needs to be 0 to 1 non-overlapping. Also a setting of 0 means vertex lighting. You can double click the mesh in the Generic Browser and set the lightmap resolution as well. Maybe you clicked one too many checkboxes and have gone…
Thegodzero had a good technique here. http://boards.polycount.net/showflat.php?Cat=0&Number=109451&an=0&page=0#109451 IMHO, using a L-system treemaker is painful, since it wants to create volumes, but for a game tree I just want to bake a single branch, with the leaves in pretty much the same plane (albeit rotated for…
Mirror mode is not a cure for a situation, when there is a topology mismatch or the mesh is simply asymmetric! I was very angry then I couldn't simply copy a weight of a specific vertex to memory but paste it to the arbitrary vertex on the opposite side of the model - max simply can't do that - the weight contains the…
/*Created by Alistair Braz (Haiddasalami)Version 1.01Installation:1. Download the .mel file.2. Place it in your My Documents/maya/scripts folder.3. Re-start Maya and type fbxExporter; in the MEL command line to launch the tool.4. Make shelf button or add to marking menu's for profit.TO DO:- Implement ASE batch export-…
DeferredLightingCommon.usf line 103 //float3 Diffuse = Diffuse_Lambert( GBuffer.DiffuseColor ); float3 Diffuse = Diffuse_Burley( GBuffer.DiffuseColor, LobeRoughness[1], NoV, NoL, VoH ); uncomment 103 and comment out 104. Then in the console "recompilescripts changed" Im not sure if this will work as I don't have the ue4…
Awesome! UDIM is really just a texture naming convention used to describe what UV tile a texture should be associated with. For example, say you wanted to lay out the UVs on a vehicle but were finding that packing all of your shells into the traditional 0-1 tile wasn't giving you enough resolution even with an 8K map. To…
If you're talking about: modFullName.ButtonOp #HideVertex iirc I put that there to fix some sort of bug in an older version of Max I was using at the time. Probably no reason to have it there in modern versions of Max, but no real reason to remove it either. I don't ever really hide just verts. Here's my full hide/unhide…
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…