Damn that thing is kawaii... Subbed, looking forward to more on this (Y) If I could give a little crit on the character... the black eyes just doesn't do it for me... it doesn't bring your character to life at all so I'd definitely give it some pupils, etc... other than that it's very nicely done :)
I added a new polygonal capsule tool to the free substance pack. I used it pretty liberally in that stamp tool, as well as the sci-fi plugs I'm working on now. Not much to look at, but it's stupidly useful. You can control the X/Y scale independently while maintaining the same curvature, as well as the rotation.
All the normal maps look weird, have you inverted the green channel for them? Depending on the software you're using, you might have to do just that since for example in Maya, the Y axis is up and in UDK it's the Z axis instead. Other than that, it looks great. Awesome high poly work.
Try flipping the Y/Green channel of your normal map before re-uving, or rather, in substance painter, switch it from DirectX to OpenGL or vice versa. Often it'll have flipped green channels, and that typically makes seams appear... but honestly looking at the whole thing, the green channel looks flipped.
Export whatever you want to export, then dont click combine meshes option while importing into the UDK. Finally drag-drop your objects one at a time into your map, right click on Translation Mode and enter 0 for x,y and z coordinates every time, and they will be placed wherever they were in Maya.
If you're using normal maps make sure they're baked with -Y direction. If not invert the green channel basically. Also make sure you're importing the texture as a normal map (double click it and make sure it's a normal map). Besides that maybe try exporting and importing your fbx with the normals and tangent space?
sorry to ask again but alt click and ctrl click on my wacom in 4r7 64 bit doesnt work at all, anyone else experiencing this? Still trying to figure out how to you move on a different axis in zmodeller? eg I want to select 4 edges and move them on the y axis
I have try de the new beta 7 with the same results as beta 6. Now with a Xperia S I can load the model, but it´s render as a black siloutte with no lights and no textures. Also the frame rate y something like 1-2 FPS :P Is it necesary Tegra or something like that?
Hi MightyPea, no my model have no uvs yet, I read someone had a similar problem and just went to --deformation -- unify (x,y,z) hit surface noise again and now got it to work!!! ....I am no really sure with is this happening but ok! at least it works!! thanks for your time.
AFAIK the pose and postures don't work on Bip01, you will have to do it by hand (or using other 3dsmax tools). Work down an axis (probably her facing +Y), which I think is a 90degree rotation on Bip01. Then, just work off this as your main axis... if the rotation is 103*, the inverse would be 77*.