I've been working professionally for 8 years and I am baffled that I still struggle with scale issues in Zbrush. It's not just me either, I work for an outsourcing company and I often find that even clients' own assets will be totally off. For example, they will give us a Max scene with the low poly mesh, and a ztool. You…
Thanks for those snippets! I will have to try them out For reference this the current code i am testing inside max by using the script editor (tried to put it in some kind of code block) (edit: made it blue as it was hard to see with the grey text on gray bg, also fixed a bitarray assignement) Function GetAUsingB modOrObj…
It's UDKGame having different dimensions (and low FOV). Just change default/PIE gametype to UTGame in World Properties. For future reference, if you insist on using your own scale instead of either defaults: With some very basic scripting (assuming you know the bare basics of UScript), you can change the player's size.…
mainly because it felt so shortcut-oriented. It actually isn't more shortcut-oriented than any other application - this is somewhat of a myth perpetuated by Blender users taking pride in memorizing and using the default set of hotkeys. Just like any other program Blender comes with default key bindings, but all of them…
Ok so I did a test for skybox and immediately realized that the default skyboxes in gaming engines are working differently vs making your own. Unity default skybox shader lets you place all 6 textures and you just apply it to render settings, however applying it to a Box as your skybox mesh it creates a mess. I am trying…
tbh the issues in first post look like a triangulation mismatch between baker and renderer to me. put that turn to poly limited to 3 on top of your stack and use that to bake and rendering (in engine, or max) and as long as the tangentspace is synced (ie. MikkT) it should not happen like that. its a bit odd as it looks…
polycount has a poll feature fyi Custom hotkeys are an advantage (though how 'faster' they make you can't easily be measured) so I'm not sure why anyone would actively avoid them. However, you want to be smart about them. Generally I'd recommend using them in an additive way, binding tools or custom scripts that don't have…
Something small that's been bothering me, the "sharpen" function on the 3DO renderer. The way it is default looks good (if not a bit too sharp), but if I remove the sharpen filter entirely (turn it to 0), everything looks really blurry. Is this an issue with the renderer, or does turning "sharpen" below default actually…
Check out the description =] "Right model. Default sphere and vertex normals. No refraction of the iris. Left model. Edited sphere, for fake "refraction", default vertex normals. Note that the specular doesn't look very good. Middle model. Edited sphere for fake refractions with edited vertex normals. Specular looks good…
@JGallagher Oh my...-.- I thought that when I created a project in PBR with metallic/roughness, that the material in the viewport would also be that...Guess I shouldn't have assumed that =/ Just to make sure I did this correctly, I went to (in the viewport)... Materials > Default > Definitions >…