Autodesk broke something in 2013 - the main Xoliul shader thread has a hotfix version Xoliul made to fix some of the display errors, but ultimately the ball is in Autodesk's court.
Yeah I just need to pre populate that value to avoid a script error, the texSetTexelDensity I actually want to be dynamic, so setting that explicitly doesn't help in that case.
ah, yes :D tried that at first too, but forgot the ceil and thus gave me very obvious errors in the center. thanks for sharing that, will keep it in mind for future stuff :)
I believe there are 6, 3 are visible, and I assume it's symmetrical. nice work @fhurtubise! you stayed very true to concept. just need to fix the baking errors?
Order of operations. export low fbx., then project with max, make the projection an exported mesh obj. if you do this out of order you'll get the error. Hope that helps
Website design is lovely and from what I've seen so far the content is nicely presented. One major error though.... no link to Polycount on the resources page? Madness! ;)
Surely you mean tris. Importing quads into a game engine is just begging for a quad to get divided in the other direction and give you a smoothing/normal map error. :)