any card with pixel shader and vertex shader 1.0 support basically will allow normal mapping. pretty much any card past the geforce 4's have the ability to display normal maps. as for what I use just a plain old geforce 4 ti4600.
Since Max's default selection modes for EPoly are on the hotkeys 1, 2, 3, 4, 5... I have the "convert selection" (what you describe here) set to CTRL+1 (convert to vertices), CTRL+2 (convert to edges) and CTRL+4 (convert to faces). Fast!
So it was 4 weeks old, and died because it was too young? Then the woman goes and tries to get another one that is 4 weeks and a couple of days old? Lunacy. And the breeder should be charged with cruelty to animals for selling them so young, knowing that there's a good chance they won't survive.
I particularly liked The Corridor Project. It's not about asset creation, you will create only a small environment in Unreal Engine 4 with predefined static meshes. Another one is Making an Office Environment in Unreal 4: i have not watched it yet, but it seems more advanced than the previous one that I mentioned.
OH. 3ds max modelling: 1 = Vert 2 = Edge 3 = Seam 4 = Face 5 = Element - 3ds Max UV Mapping: 1 = Vert 2 = Edge 3 = Face? 4 ? 5... No shortcut allowed for element select toggle. Lets not even get into Ctrl + 1 etc...
Woah, the AO (or height) can be packed in G for the standard shader? I've never read this anywhere! Is there a reference on the unity manual that confirms this, or was this discovered by digging the the source files? I always thought it was incredibly wasteful to only use 2/4 channels in a texture, at least using 3/4 is a…
Turbosmooth your model in max and tick "Seperate by Smoothing groups" and turn your itterations up to 4 or so. Then export this dense mesh to mudbox. The smoothing problem should be gone that way, the n-gons that might cause stretching not :p I think this is pretty much what perna means with 4.
Knives have been with us for a very long time, and the basic proportions haven't changed much in centuries. The grip is typically 4-5" long and with a girth of 3-4", which is large enough to fit most hands comfortably without being unwieldy. In your design, the handle appears too short.
If your going to be sculpting your sword. It's best to keep your geometry in quads (4 sides polygons) Try to avoid triangles and N-gons. (Non 4 sided polygons) This will make your model much easier to sculpt and will result in much less artifacts and troubles along the way. Keep working at it.
Hi, I have created a modular project for Unreal Engine 4. I'm just learning to use Unreal engine 4. I export it in the unreal engine to test the models. But I saw some wavy and broken shading on the surfaces of the models. What should I do to fix these errors? Thanks in advance. images: