Hey guys.just been trying to check my model inside the hlmv viewer. Weird thing is that the model became purplish than the original one.The model look fine in dota's preview Here's an image in hlmv Even i remove the texture it still show purple.. The exported .FBX file was given an default blinn shader any help would be…
I have a mesh that is mirrored but has an obvious seam. After playing around, I have isolated the problem to an issue with the normal map. If I understand correctly, normals default to tangent space and when UVs overlap the normals face opposing directions. Rumor has it the issue is resolved if the normals are changed to…
The alien 'Momo' is finished! Good character practice and sinking my teeth into rigging unconventional limb types like digitigrade legs! I also got more experience with rigging heavy-set characters, the proportions were a little difficult to weight paint, and as such the legs in default position are way wider set. The…
IM0, the key thing is not a monitor but rather colorimeter . With X-right color monkey or whatever modern ones are, absolutely any monitor turns just fine . in fact cheap sRGB monitors make you less headache with color spaces conversions since many 3d soft just ignore anything but sRGB by default .
@Eric Chadwick Hello, thank you for the feedback!The reason for adding that ring around the holes was to hold the shading, the loops on flat surfaces of the nut shape I don't know how to terminate those, maya's default triangulation keeps making the same topology. I'm sorry but I'm still not sure on how to fix this…
The default naming suffices are _high and _low Have you changed the bake settings to account for your naming convention? Also - did you carefully read the Allegorithmic documentation on baking by name? I only ask because 9 times out of 10 when I get asked about this at work the answer is no.
I don't know, vertex blending can be really good, as long as you put a bit more into it then just using the default vertex color setup. This tutorial shows some examples, where you can get some sharper definitions between the textures, instead of the fading effect:…
It's out, the first service pack for mudbox is also out. Go go go... Be warned the 3dsmax hot fix doesn't fix the "can't save defaults" in the UVW editor, and the editor still lags quite a bit when closing... but some of the other things are helpful, like being able to edit skin weights!
Another update- Still to do: More Unique Rocks Foliage texture (like grass to place along the ground and around the rocks) Mountain rock/mud texture Vertex paint moss/mountains etc Lighting/fog atmosphere Sky is ue4 default currently, so I'd like to alter that by adding clouds or something.
I think the character and Idea look great, but for some reason, I think that there's something that detracts from the presentation of a model when default 3ds max materials are applied (the colors that the objects have when you lay them out) nut that's just me. Can't wait to see it when it's all done! :)