This was contracted though? I think hes talking about turbosquid or the unity store. For a better idea check out http://www.turbosquid.com/Search/Index.cfm?keyword=wrench&x=0&y=0
Not familiar with Unity, but here's an idea for using several Vertex Normal sets. Store them as Vertex Color but use them as Vertex Normals :) Mesh.VertexNormals = normalize(lerp(Mesh.VertexNormals, Mesh.VertexColor[x], alpha));
Since it looks like the verts will mirror properly, but the skeleton isn't being matched (the joints are red, not blue/green pairs); make sure your skeleton is symmetrical, and the pelvis is at 0 on the X axis.
Well, you can quick switch between brush presets with the / key. We're also working on some ideas for having shorcuts for the last X brushes, but those aren't really ripe yet.
Thank you for response for export to UDK by Actor X ,Decide that. but my problem I want to add bones and Skin of the hand and weapon without any problems ,and make it ready for the animation, as in video
What I mean by offset is that you offset the mirrored model's UV by 1 Uv grid; In other words, the mirrored model's UV are just 1 UV sheet to the right on the x-axis
Hmm, I just tried that--doesn't seem to have made a difference. :( The x-factor seems to be Substance Painter 1 vs 2--when I export from SP1 it works fine.
@Evanescfan , I parented the X translation of the camera to her root. I adjusted weight at the begining of the translation to get rid of the pop. I will post a more polished pass tonight. Thanks for the feedback!!!!!
Interesting... mine does not have the "add more channels" button (was neither there on 2.0 or 2.01). Tried a fresh reinstall and still nothing. Also does not have the "x" boxes next to any of the maps...
Shrike - i'm really glad you like that :) the developement was a ton of fun for me :) Zinc0 - thx! Yilativ - haha, thanks :) X³²Lapis - thank you! hopefully more of those are coming in the future!