Hi so basically am trying to make assets by creating base meshes in Maya and then using z brush to detail them, especially organic shaped models. I have been hitting the stage of wanting to create a low poly, either using mud-box, mesh-lab or using quad draw, but since I created the base mesh as separate objects and just…
Be careful, dimensions, scale, and measurement units aren't the same thing. As far as I know most 3D packages make a distinction between these three properties. Dimensions are the real size of the object in the 3D space. Example, an: 2__ x 2__ x 2__ cube. The unit of measurement is the in what unit this cube is: 2m x 2m x…
Hi all (first post here) I was skimming through this and read a comment about not having access to the normal of the terrain within the grass material. That may be not be true. First of, since .18 I have been manually pointing vertex normals up in my grass meshes. This solves most issues and makes for some interesting…
I personally wouldn't go with this solution since it could cause issues were you will edit more than one object that got the same modifier name at the same time. to be safe I would rather advice to use this instead CurrentMod = modpanel.getCurrentObject() theModifier_ID = modPanel.getModifierIndex $ CurrentMod -- and then…
When an object has a large enough bevel IRL you'd want to bevel the geometry. Depending on how close the object is viewed in-game, you want to maintain the silhouette. If you have some large objects, such as long vertical pillars/walls, you'd typically want to bevel this. Whereas compared to something small like a tissue…
Yep, you need to delete ALL of the bindposes and rebuild a single one for the skeleton. To nuke all of the bindposes: * In outliner go to Display and uncheck DAG Objects Only * Then in the search bar look for *bind* that should show every bindpose in the scene, delete them all. * Clear the search bar, and turn on DAG…
For some reason now when I rotate any of the objects they will scale up and stretch. Also the pivot point is not aligned to the world :S There are no key frames present. I reset the xforms before I animated the mesh in the first place :s This problem started when I used to transform the object and I thought it was to do…
Sculptor1234d, I used Spacedraw since one of the very early versions and never had a "disappearing" mesh. Unstable scenes that cannot be openend yes, but as far as I'm concerned it doesn't happen anymore. Spacedraw feels way more stable than 3DS Max was at the beginning. 1) Save your scene in .obj often to be safe. 2) Your…
Yea, the swapping method works with that technique. The programmers made it so that we could set a static flag on pieces that we wanted to stay stationary. Objects with a static flag would also stay under the joints if they were animated. So in your ship example, the cannonball hits the ship, the main part of the ship…
thank you !! just got a few questions : 1. when placing the dominant directional light in the scene (outdoor enviro's) do you place the light any were in udk space or do you place it inside the light importance volume box.. also what direction do you rotate it because i cant seem to get my terrain and objects to cast…