oh hey I really like what you did with your screenshots, where you kind of 'mask out' parts of the screenshot so what you did is visible. I think I might try and do that! However another thing is there are a number of parts in the level I worked on where I did spin offs of textures or there are decals that are not my…
Pretty much. Note that while you shouldn't export tangents you should export normals in some form, whether that's smoothing groups, Maya hard edges, or custom normals. Also make sure you've taken care of all the usual suspects--for instance put a triangulation modifier at the end of your Blender modifier stack because…
* alt + B set background image of that shot to the viewport * set the render resoloution or aspect ratio to the same of that picture * enable safe frame (shift + f) * match the grid or view to the background image * create a camera snapshot of the view (ctrl + c) * select your mesh or poly and apply a camera map modifier…
@Zalek4 Ok, I think I finally figured it out. I recreated the model in Max, exported and baked in xNormal and I ran into the same problem. The normal tangents were really weird. After some tinkering with the settings and some digging in old forums, I discovered that before you export your mesh, you must convert it to EDIT…
The reason you feel that way is because the Survival kit was written for Film and Television. It says for games, but Williams had no experience with game animation. Don't get me wrong, it is a great resource, but one that needs to be taken in context. Many, many of the principals are very much the same in games and…
Yeah it's method Bek described. It'd just creating additional loops to make normals transition better. Like Farfarer said the problem is that each time you want to change something you have two objects to modify. Imagine you want to change something in lowpoly. You have to delete lowpoly with additional loops. Modify…
So I ended up collapsing the Unwrap UVW modifier and making the fixes - strangely, checking preserve UV's then fixing the problems didn't work. Either way, all I have to do now is redefine a couple of seams and I'm done - thanks for saving me hours of work, Ian! Just a quick question - is there a tool or script that allows…
Hi everyone, So I have solved the issue , here is how if someone ever have the same problem : I saved my subtool as ztool independantly (one subtool = 1Ztool) and loaded them with the intent to rescale them and replace them by hand. Oddly, after increasing the size a few time with the size modifier in the deformation…
Not quite dead yet, working into the last to finish it up! Sadly didn't have time to finish the statues, floaty guys along the hallway are getting finished today in addition to the cage around the throne. All the wall/pillar meshes are textured with a substance using 2 to 3 different grime/edge modifiers in addition to a…
Quads are easier to work with, you can use loops and rings and life is just easier when you model mostly in quads. Like Ark said everything gets triangulated in the end so keep that in mind. Some programs like max allow you to flip the non visible edges which in some programs and engines will be flipped to always face one…