normal maps do not contain height data, they contain "change of angle" data. This is why you need to have beveled edges to show. You would probably benefit from poking through the wiki here: http://wiki.polycount.com/NormalMap?highlight=%28\bCategoryTexturing\b%29
Meshes can can contain more than one object. In your case, the exported *.OBJ contained several objects. You'll need to ensure that your exported model is a single object per UV set. May I see a video of the material problem you've described?
RexM: I couldn't watch your whole video but it seems you're talking about the Dental almagam tooth fillings containing Methyl Mercury compared to Ethyl Mercury in vaccines. If there's no difference, I will happily toast you, my glass will contain Ethanol and you can have the Methanol.
Daz, here are the county breakdowns. Other than along the Rio Grande in South Texas, the counties with the blue counties probably contain large metropolitan areas and suburbs. and the red counties containing smaller towns and/or exurbs and farms. From USA Today Hope this helps to clarify things. Scott
cool it works :) hm...that means i wwould have to create 2 scenes for a walk cycle for example: 1st scene contains the walk loop 2nd scene contains the path the charakter walks?
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
I have made a (whiskey) barrel in C4D. I've exported it to Quixel and gave it my textures, wood & iron. Now I want to add some logos and a text to my texture. But everytime I make a photoshop layer containing a line of text and a layer containing a logo, they don't show up in 3DO. Do I forget something?
Hi @birb, thank you for taking a look and for responding to the thread. I appreciate your comments about technique, i.e. edges, gradients/shading and brushwork. I hope to improve more on these topics moving forward, while increasing the complexity and removing some of the constraints I put on myself while painting. Good…
I use Max mostly and have dabbled in Maya and Blender. Sadly for me, there is no 'Ultimate' modeling software yet. Each one has features the the other lacks. Blender has a very intuitive camera snapping function(like in Zbrush and Painter) but has no "Edit Poly" style modifier so it is more destructive. 3DS has…
Thank you for the input! I kept these as one object because another member of my group is putting all of our objects into Unity for a test game we are creating and that was what he requested I do. My team was trying to aim for a more 'cartoony' style with our objects so they asked me to keep the designs simple on all of…