As the title states, I'm looking to achieve those nice results in XNormal as those found in Topogun. Has anyone by chance, found a setting that obtains similar results where the AO isn't a washed out white color in the AO bake that XNormal does by default?
http://www.laurenscorijn.com/articles/ambient-occlusion-baking Method 5: Vray Irradiance Map I have done all the steps except for the last part. I think Completemap means render to texture default map but how do I a VrayCompletemap?
Hi guys! Created a Final Fantasy Fan VIII art and uploaded to Sketchfab Squall and Rinoa. Did them in The Bravely Default style. Modeled in 3ds Max and textured in Photoshop. thanks! [sketchfab]e9fc6ff8a1454a12871ad642852a8571[/sketchfab] Final Fantasy VIII, Squall and Rinoa by HongZhihao on Sketchfab
Hey there, After checking out the Maya 2011 demo (which is pretty good) I'm liking the gradient background in the viewport. Is there any way to set Max viewports to show a gradient background by default? I'm sure I've seen it done but I can't find the answer. Cheers
Whenever i go to bake the normals for this particular mesh, I receive this error: I'm baking the mesh at 1k with 128 edge padding and the default renderer. Not doing anything fany. I have a High/Low/Cage and I'm encountering this error. Any suggestions on how to fix this?
That definitely looks like you have a cylinder and some other objects in there that are using default UVs, so it is overlapping with everything else and causing funny things to happen. If you can upload the exported model we can take a look at it quickly
Do you mean that you have a double sided piece of clothing, and that the weights on one side are different than the back side? quickest way to solve that which I know if is to select by vertex and apply weights by flood fill. Then you can smooth it afterwards if needed. This way you can make a vertex selection in wireframe…
Hmm, when I imported it into UE5, the scale of the gate appears a bit too big compared to the default mannequin. So reduced the scale of the gate to about .85 of the imported size. Does this scale look alright to anyone willing to give feedback?
I had a deeper look at this today. It looks like: * Blurry refraction is not supported in Viewer * You may want to set Distortion Limit to 1.0 for export to Viewer, this will create a more noticeable distortion effect (the default value is tuned for corneas for typical character art assets) * You may be able to mimic the…
If you have some time I will recommend you to take a look at a CSS framework such as blueprint css I use it myself and I am sure it will save you lots of time defining default styles such as image borders.