Hei guys I have a question. What happens to the object if they are not unwrapped but are in the OBJ file? and If my object looks the same in Low and Hi poly is it ok to bake it like it is? or should I hi up the subdivision level on it anyway? Thanks ;]
aha, thanks it kinda helped but with same random effect even with 320 angle. I am guessing it has to do with the collisions too on objects. I mean the collision need to be very tight around the object inorder for it to paint properly.
I said isn't symmetrical. Because if a scan of a real world object came out 100% symmetrical I'd be very surprised. What is your object? If your pivot is centred on it then how come it 'doesn't even come close' in topogun?
Tagging objects, exporting huge batches of objects to the engine, diagnosing art assets that don't work in-game, and documentation are 3 non-artist jobs I ended up doing a lot. All very boring non-arty work.
Hey Fritz, I discovered what Tangent, Object/Local XYZ and World settings are just by testing them out on some simple objects and examining the results. I really don't have the 3d terminology down to explain it hehe.
good idea yes. But my main problem was that i had more than 500 objects, and to find the right one was difficult. The problem find multisub material, is that you can not select object my material (or not that i am aware of).
I wanna use bent normal maps for better occlusion computation but they are worthless for cases when you've painted your normal maps onto an object in Substance Painter. Is there a way to bake normal maps from an object that has a normal map and an occlusion map on it?
how do I make a low poly ZSphere object like in this picture? # https://i.imgur.com/tL77B2n.gifv if I try to make that I just only end up making a high poly object like this. any ideas? I'm assuming something is wrong with my settings but I'm not sure which one.
- Is it possible to change the transparency of the gizmo (the cage of a deformer such as FFD, bend, twist)? I know how to change the colour. - Is there a way to change the cage colour of meshsmooth globally? There is a colour picker box in the meshsmooth Local Control rollout, but this will change the colour for that…
I'm Using Decals to make Blob shadows for my character , but I have a problem. The decals seem to also project threw solid objects and are cast on other objects behind. ( For me that would be the ground) is there any way to stop the decal when it hits the first geometry? Here is the tutorial I followed.…