@Devon M This one works in Maya. I can't remember who made it, but it sits on my shelf and I use it constantly. It's in MEL: string $objList[] = `ls -sl -o`; string $uvBorder[]; string $edgeUVs[]; string $finalBorder[]; for ($subObj in $objList) { select -r $subObj; polyNormalPerVertex -ufn true; polySoftEdge -a 180 -ch 1…
The edge padding isn't the problem I tried to decrease it to 2 same results and 1 same results. I turned on GI I had it set to medium settings. When I don't explode the mesh I get the same results. I have my smoothing groups set to 1, this uv shell is mirrored and offsetted -1. I wonder if it has something to do with that…
Thanks for that, could you also set the modifier so that it would do the same (or better) like the max chamfer modifier does, i.e. apply the chamfer on selected edges, 0.5 tension (sharpness) and maybe set some other parameters to get the best result and run for prop in getPropNames $.modifiers[1] do format "prop: %,…
Could be any number of things. * Negative object scale. Freeze transformations so your scale values are 1, 1, 1. If you choose in your viewport menu View > Backface Culling and your mesh disappears, then it most definitely has flipped normals. * Bad vertex normals. Sometimes happens if you import models. With the…
I've had dual 20"s, 1 widescreen 20", 1 widescreen 24", 1 30" widscreen, and a few variations on those in dual setups (30" widescreen + 20" 4x3 dual for example). I'd pick widescreen 9/10 times. Widescreen is just so much nicer. Especially anytime you are using a timeline which I do on a daily basis. There are few…
It all depends on the scale of the game. If you're doing a typical 1st person game, then 1 unit can be 1 centimeter (Unreal default), or it can be 1 meter (Unity default). It's up to you which scale you use, just decide and stick with it for the duration of the game dev process. If the game is a different scale, like a…
Try this mate, Turbosmooth iteration level 1 > Unwrap then Turbosmooth iteration 1 or 2 or as much as you want. These is a reason why most top teir concept artist who have switched to 3D are now using less sub D and making more hi poly stuff without it. Edge flow is the key here. Since with mid level model where you ll…
i have known this problem for a long time. if you import a 1 bit alpha texture into unreal3 it doesn't cause this problem for some reason and i figure its saved it as a 1 bit dds inside the unreal packages so there can be engine side solutions to the problem ! the problem indeed is that it will turn all the alpha areas…
That unwrap is pretty dire mate. You should be focusing on that before texturing. For some reason you keep jumping the gun (no pun intended) and rushing into stuff before the stuff before are nowhere near as good as they can be. You are wasting like a collective 40% of your UV space which is going to result in some poor…
I use a lot of muscle magazines, and books (these are two I recommend:) [ame]http://www.amazon.com/Human-Anatomy-Artists-Andras-Szunyoghy/dp/084160178X/ref=sr_1_2?ie=UTF8&s=books&qid=1241148773&sr=1-2[/ame]…