if your using the newest version of CryEngine, it may be the resource compiler that is missing from the build. http://www.crydev.net/viewtopic.php?f=369&t=76713 I believe I had this issue a while back with both CE3 export and CryTiff, the above solved it.
That seems a bit soon.... If in two-three years we could speak about him having completely closed Guantanamo, having all troops retreated from Iraq and/or Afghanistan and perhaps even solved the current Iran issue, then I'd say it is justified.
Read up on maths, try again. This stuff is trivial, mostly very simple math (like ray-plane intersection, matrix operations, etc) that has been solved by many already. Any basic university level maths should have included that.
thanks. err do u mind givin close up on eye and ear? i got 2 highpolymodels in progress and id like to see closer how u solved these areas if u dont mind. it would help alot i guess
I realize this is a pretty old Query. But in case it might help....I noticed that you are working in orthographic View. I was going through the same problem. However a simple switch from Orthographic View to Perspective view solves the problem for me. Hope this helps.
Hi I am using substance painter 2021. While doing the last two projects, I found a problem with textures. The essence of the problem: when I change the resolution of textures to 4096, the textures come into disarray. It can also happen if I'm hide a layer or change some layer parameter. With all this, this problem can be…
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…
yep it's striped so the indice 12345678... mean faces 123 234 345 456 etc the duplications are a way of continuing the strip without the face being visible so it's visible with wireframe but not without obviously you need to solve the ordering issue .... could be alternating :)
It depends what you mean by inconsistencies. A screenshot or two would really help. Not Maya, but I used Shader FX in Max to solve the same issue when working with Unity. Shader FX ships with Maya too. http://ericchadwick.com/img/robot_rising.html#utility_shader
Thanks for the suggestions, everyone! I confirmed that both the pivot and center were aligned to the origin. I think something just broke in my FBX scene. I solved the problem by pasting the mesh into a new FBX and everything snaps just fine in UE4 now.