Hi guys, here is the latest update. The code is a little more optimized and quite faster with Edit Poly Modifiers. I added a rollout with a progressbar as suggested by MoP to keep the user informed about the current calculation status. Please report any issue. Thank you. macroScript…
Thanks for the kind words, guys. Junkie: great to read this sort of feedback! Shadows shouldn't be too application dependant, although 2008 64bit crashed on them in my case (or invalid shader), but 32bit was fine. Keep in mind 2010 has a bug where it doesn't remember the lights set in a shader when you reopen your file.…
I did a quick test with a FBX file made in Modo 501 with the latest December 2010 Beta version of UDK. There are some issues: 1. Smoothing groups appear transfer over properly with both FBX options. That's good. Unfortunately with Autodesk FBX the vertex normals appear to be messed up somehow. 2. My object has 2 unique UV…
More polys doesn't mean more detail, simply smoothing something isn't going to pack any more detail into the mesh in fact if it relaxes as it smooths its going to destroy it. - You need to work on controlling hard edges by adding more edges on either side, the closer they are, the harder the edge. Making it easier for the…
some stuff is wrong what you just said jkm Cg HLSL GLSLCg was developped by Nvidia, it was the first high-level language for the mass market sorta. In a cooperation project HLSL was made with Microsoft, hence Cg and HLSL are very close codewise, and often no translation is necessary. Cg supports a few more things than the…
I'm aware that this might not be in super common usage at the moment. I've had to use a UDIM based workflow a few times now in Substance Painter for games. While it's possible to bake multiple tiles out in Marmoset, there's a whole bunch of additional busywork needed to turn them into usuable UDIMs. Before baking, you need…
Curvature is a one-dimensional gradient and the display colors seem to be literally just that (including the normalize checkbox). You'll have to reconstruct the colors e.g. with a gradient ramp. See here: https://www.youtube.com/watch?v=isBf3HGWse4 (You can do your original color map as well.) However, Vector should be…
You're definitely wasting a lot of uv space right now. Beyond what Brian mentioned, there's a few other best practices you should get in the habit of. 1) The first thing you really want to do is take everything out of the 0-1 space. Take the largest and easiest uv islands and start building up out of the bottom left hand…