hey man I tried your dropbox link, it doesnt work. Oops! (404) We can't find the page you're looking for. Check out our FAQ or forums for help. Or maybe you should try heading home.
I think part of that is that there's not enough tangent data on the low to capture it (that normal is casting at a 45º angle, between the two faces, if it's got 1 smoothing group), but it could be the rear distance raycast setting. You can adjust that setting in xNormal.
thank you for replying ill make the adjustments to the model, do you reckon there's more to model, or should i start cracking on with the textures? so far it comes to 4584 tri btw heres the tileable diffuse for the base ive created
hey raul not at all man! its cool :) .. but i get a feeling you didn't get who i am ...so here is a hint 45g Ferrari watch :D love the tractor! waiting to see more form you.
[ QUOTE ] Im getting a 404 on your images. Sir. [/ QUOTE ] Ah, sorry about that. That was probably when I moved the pictures from the gallery folder to the movies concept folder on the site. Here's the virus. Couple of Morph Targets. Antibody cop with tendrils for moustache and limbs
I'm working on a Chinese roof, and the corner part stumped me. How can you make a perfect roof corner in Maya? In the Polycount Acadamy video, at 7:43 (https://www.youtube.com/watch?v=xC0uL_QQWeY&t=464s), he could do symmetry in 3d max that turned out ideally 45 degrees. Is there a way like this in Maya?
i have a nvidia geforce gts 450, and im running windows 7 64 bit. i keep getting this error in maya 2011 64 bit. whats going on?! :( someone help please i really wanna see the bump map in the viewport
Another small update: I have completed the cape, head, and hair for this character. The current polycount is 45k triangles. Next week I'll move on to finalizing the hair cards and correct some small issues with the lowpoly mesh. Feedback is always welcome!
Yes, that's correct but, you can do this automatically by activating 'Add looping interpolation'(this was added in 4.4) which will add a dupe frame within UE. This way you can keep your anim without the dupe in your 3D package and still have it interpolate smoothly in UE.