"Pixel Normal WS node" <--- THIS That's the problem. More precisely, you're trying to change the Normal Map through this PixelNormal node, thereby causing an infinite loop. The normal map needs to have different logic.
Say I've got a modeled and textured asset with all the UVs fitting in the top half of 0 to 1 space. Does anyone know a simple way to tell it to use only a section of uv space? If I feed it a 512x1024 image now I believe it will take that and stretch it out to 0 to 1 space, when I really want it to sit in 0.5 to 1 space (on…
I'm learning to use Mudbox 2011 and I have run into a situation while I'm painting the model in which the color I use to cover a particular area will spike in any direction and paint more than what I've wanted. Or I can't paint a small area for some strange reason. I do not have any areas covered with Freeze. It's as if…
That is a good solution, although I haven't done point cache except on bones, I've only done point cache to bake vertex animation and I think that comes out at a key per frame which could be hard to work with even with reducing keys. But the rest of the solution is I have used myself a few times. One extra step you might…
Thanks. (There shouldn't be many hi-poly models as I plan on making modular/ reusable textures.) I know that feel. (if it makes you feel any better, sculpting with tablet is just way faster and none easier.) They don't complain. :poly142: Edit: Also thanks for pointing that out. :) Done for the day.
Thanks for the help guys! Hi Alberto! I tried your advice, but none of that worked....... In fact, unchecking the cage just gave me red zones. But I think i found a solution. The low poly objects must be given a default material. And that's it! Weird! thanks again!
Hello zOffTy 1. I double checked the rotation local x & y axis it's set to 0 by default I created the bones no changes. 2. I deleted and recreated the IK, the problem still same 3. I realized that my arm, forearm bones are straight, then I created some bending and added IK again then add swivel point, it seems the position…
Hey everyone, I'm having a warning appear when I import my mesh in 3ds Max 2013 about my objects in my scene not having axes perpendicular to each other. When I import my mesh into UDK it looks skewed. Would any of you guys be kind enough to point me in the direction to this solution. I wouldn't want to remodel my model…
First of all, what the heck are you trying to get a job as? You have a smattering of different stuff, but none of it really stands out as being especially strong. I don't know what "creative design" is, and I've never seen a job opening named that. I think you should step back and decide exactly what you want to do, then…
ok, i wanna add some flair to the icicle concept and i am a little stuck on how to, here are some approaches which of none really overwhelmed the critics. F is the original plain icicle and G isnt even done, cause it kinda already felt not leading anywhere. comments and suggestions pls!