I use the default 'Autodesk Media & Entertainment' setting. I also use an older exporter on purpose. I believe it's the 2011 one. I seem to remember the new ones would mess up the normals. For my personal stuff, I use Max 2010 and Maya 2012. The different versions shouldn't matter but check your fbx versions.
Surfa: last year it was "anything goes" on the rendering side, and I have a hard time believing they wont allow different styles or real-time shaders in a real-time art contest :P If you render it in cryengine 2 for example you will have SSAO by default, don't think they will force you to switch it off, that would be wierd…
right, I was also wondering because normally it shouldn't make any difference... Greenchannel is the way it should be, also in that case I would have errors everywhere.. :/ I'm not sure if I have written it, but I am recalculating them (as Unity does by default), but when I choose to use the imported tangents theshading…
True, but for certain effects (like the Giger-esque bumps and ridges in this Hellbound skin) you need to replace the default normal map. Otherwise it will just look like a paint job on a flat surface. I'm already dreading having to break up my own skin into multiple uploads, and I'm only editing like four normal maps.
I've only recently started using feet for my units, but noticed that Maya gets really touchy about large object scale values, You may need to freeze transforms. Since I'm kind of having the same problems, I can't keep it from defaulting back to creating primitives at 0.001 scale while working in feet.
I like the basic design, clean and to the point, can't wait to see it on the .obj :) Unfortunately any text that is on the default skins has to stay, they're baked into the normal maps for the weapon. Until we can supply our own normals, we'll have to make due. (And when we can, we're going to see some CRAZY skins)
I'm guessing the texture sampling at the very edge of the plane is getting influences from the very other side of the texture. Probably due to texture's WrapS/WrapT in the engine. Try setting the texture WrapS/WrapT (or whatever they are called in Unity) to Clamp and not Wrap which is probably default. Might be called…
I used to make custom skins back in the day, and IIRC to get custom or edited models to work, you would have to use some 3rd-party tools to extract and re-import skins. Also, you would need to use the same default skeleton and rig your edited or custom model if you want it to animate correctly.
Yup in Max it's simply the hide/unhide buttons in the edit poly modifier panel. They are not in the quad menus by default but you can easily put them up there too (they are different from the regular hide/unhide) If needed I can go into more details Don't know about Maya, I never managed to make it behave that way properly.
Interesting. I could use that too instead since it gets the coloring mostly right. Thanks! Suggestion for the CODE block then, if possible. Manually assigning the color to selected text in the CODE block would override its color while manually resetting the color of selected text it brings back CODE block default color.…