Thanks guys, also @Eric Chadwick sorry, I didn't understood the question. I just realized I have another question: does my old workflow for normal maps using 3ds max still applies, meaning smoothing groups still have to match UV shells? Or baking technology advanced and that's not a thing anymore?
I've never really seen folder structures and naming conventions have to be enforced - you just have to let your team know what they have to do. Having Eric Chadwick on your team helps, the wikis in most studios were made when wikis where the hot new thing, maintained for 2 weeks and then abandoned.
These are for a Unity game. I wouldn't say our specs are super low. I read through the thread Eric posted. Got some good stuff out of that. I'm probably just over-thinking things. I know the extra triangles won't make much difference. I was just curious is all. Thanks guys.
Thanks Eric. I will remember that. I was tweaking the cage in the 3D viewer without any luck, though the ray distance calculater cleared it almost completely up. I should've remembered that, though I am still trying to visualize how that reflection get casts the way it does. Thanks Joopson, it's within reason now.
Yeah i”ve seen this. I didn’t spend much time looking for a full explanation and solution (though I think Eric’s thinking is probably pretty sound), I think I just scaled from a tiny number like 0.001 instead of 0 and disabled the mesh renderer until the first frame of the anim
Unfortunately, there really isn't very much available on the topic of shaders in 3ds Max. Almost everything is in that thread that Eric posted. I had to learn most of what I know by trial and error and by sending emails directly to Autodesk. The example shaders that ship with Max also help, but overall it's kinda…
hey Eric Your good . Yes,I think thats the answer,I messed with those settings before but didn't push them up hi enough basically....it has reimported to max and the Co-Ordinates are fine. Btw what is the standard number and what exacly is taht doing?...im curious hehe. Thanks. John
Eric: Hm, I just noticed she does have mirroring seams but they are barely noticeable. It's as if the vertices along the UV seams get unwelded. A reason for the obvious mirroring seams on the default models might be that they simply deleted the other half of the model for the renderbump instead of killing its UV coords…
Sounds like someone else is doing the Turn10 art test From what I gather, their exporter is built to support that, as Eric has said. Keen, the map is specific (as in their doc) to go into the "Ambient Color" slot of the baked (shell) material. So in the secondary material of the shell, put that AO bake into the Ambient…
I wouldn't dare threaten any action in person. This could easily be misconstrued as a physical threat. I think you handled it the best way... although we all know who the person is now.. :P If it isn't down by the end of the day I would follow Eric's advice and issue a DMCA to the ISP of his site.