Haha I have the mostly the same stuff installed by default when you get Maya/3DS but it's still funny how they put so many crap in there where you really question its utility.. I mean: ''Autodesk Genuine Service'' ?? Lol wth is that. License service? FBX review? Is that all really necessary??
Hey oraeles77. What i mean by that is rendered real-time in Unity, so yes that's how it would look in game. I just paused the game and took a screen grab. Also all the shaders and lighting are Unity's defaults. I can't make a video but i could answer more questions if you have them.
just import them in dota and don´t complete the submission process. it is predefined in the heroshader if they use the alpha channel for transparency, some heros do use alpha for transparency some don´t. if their default items have some transparency on them, like death prophets, it is safe to assume the shader uses the…
My best guess is that your specular response is getting doubled because your getting info from the directional lightmap AND the actual lights at the same time. Check your lights and see what you have set under lightmapping in the properties tab. By default its set to auto...make sure they are all set to baked only.
It won't change the scale when you reimport it. Export them as separate objects in Maya, import into zbrush (remember to select a default subtool like the star or a sphere each time you import so that you don't overwrite the one you imported previously) and then use append to attach them to the same subtool and they will…
Yeah, I'm definitely gonna make a spec map for this. This is just Max's default specular level bumped up a bit to show off the normals. I've already caught few mistakes because if it which I'm now in the process of correcting. Here's the wire frame for the mesh. Thought it might help. As of now, the model is 1,058 tris.
I have now started to model. I started with doing boxes in Autodesk Maya, and modeling them to look like a head and a thorso. I later inported the model to Autodesk Mudbox where I used the default human body as a template for the body shap of amumu. Later I will add finer details and textur the final projekt.
the 3 default does OK in ModoSE. I was having wicked seams once with no alpha output. Once I used it they were fine. --- Thanks a lot for this. I just haven't been happy with my bakes at all and was trying to layer a bunch of pointlight maps to get what I wanted. I'll definitely try it soon :)
Check how many components you got, lightmap size is affected by that. Also see if you can lower lightmap size lower than its default value. Collision on a 4k terrain is heavy though. You will want to lod the collision to the second lod step, or remove collision from components you won't ever get to.
There are two different "types" of normal maps, left handed and right handed, or -/+ green channel. You can adjust the "handedness" in maya and rebake(or set up a default) to avoid the whole issue. In the object properties or something. You can also set the "swizzle" in xnormal for the same effect, and somewhere in Max's…