You can exclude object-ID's with the AO-Shader, the Render To Texture dialog misses that option unfortunately. By putting an AO in the diffuse-slot of your source geometry and setting SelfIllumination to 100% you can bake an AO-pass and still be able to exclude single objects. That means of course that you can't bake…
I tried this out but was not able to reproduce the problem. Can you make sure that you're using the latest (3.03) version of Toolbag? Here are the tests that I tried: * Moving the file reference object and reloading * Moving a mesh object (nested in file reference) and reloading * Renaming the mesh object and reloading In…
Like others have said some of your cylindrical objects still have too few sides. Keep in mind with this next generation rolling in round objects should be very round, no visible facets on cylindrical objects up in the players face. The scope is better in your latest iteration but the bolt could use some more sides. Also…
Just figured out solution to this and wanted to share if someone is facing similar problems. I had to simply rename my objects in zbrush before exporting to 3ds max and I also used more decimation to decrease file size. I guess 3ds max didn't know how to create those objects when subtools had similar names with lowpoly…
UDK is all about modularity. You are going to want to split your scene up into repeatable objects. Each UDK scene is typically made with thousands of instanced objects, each with their own material(s) (vs. one giant mesh with tons of materials on it). I think UDK only supports up to 8 materials on any given object ... so…
As it was explained by one of my life drawing professors - as you're looking at something in real life and your head is bouncing around as you draw causing tiny perspective shifts (not to mention having 2 eyes for depth perception) you get a better feel for the object in space then you would if it had already been…
It's quite possible I'm all wrong, but I thought an object space normalmap ment discarding any lowpoly normals, since the normalmap itself would decide the normal of the pixel without using the underlying surface at all, so if you deformed it, how would it know how to interpolate on a surface? and then why do we use the…
both ways work for me, what I would go on is really just per object, with a window what you have there is probably about all of the detail you would need for a HP object, some objects you could make a HP of and then add in extra details using photoshop for the normal map, that works best for things like logos that have…
This kinda works like the older version, if this is what you mean: Add the quad menu item "Add selection to current layer" to the layer explorer quad Switch the current layer to the one you want to add objects to (click on the layer icon so it is blue) select objects to move right-click and select add to layer. You can…
Ok now I cannot tell if it is snapping correctly or if it is making the objects look like they are in the view-port. Because when it does snap correctly on an object that I make, it makes it look un even so I can tell in the view-port that the two objects are right by each other but in a render it is snapped. How do I tell…