you can have flat shaded to get it lighter but at the same time my computer monitor is pretty default but i can see everything on the models i have. Others are saying its too dark unless its only the environment they are talking about which is then confusing me. The only one i can positively ID as dark beyond reason is the…
Haha yeah it's plugged into the GPU. oglu said: Yep. Also, not sure how to check which viewport settings I have but they're still on default. Another problem I'm having is a loss of progress on certain projects, or mesh distortion when importing to maya 2018. One file I had as .mb .ma and .obj, all of these had similar…
Handplane doesn't support Mikk TSpace which UE4 switch to in version 4.7. xNormal uses Mikk by default. Here's a good explanation of using synced normal map workflow with UE4. http://www.polycount.com/forum/showpost.php?p=2257792&postcount=1845 Also you may need to change this setting in xNormal…
I tried this last night and initially no joy. However when flicking through the render settings tabs I noticed one had mostly 0's in it (can't recall which one now). There was an option to set to defaults and this populated the settings and now it works, even with the low poly visible. Not sure how it got changed though.…
al'right I'm Exporting my UV from UVlayout from an OBJ They're overlapping i think I just did, i used soften edge, work better now I'm using default xNormal setting, but i just noticed when i scale my high poly mesh so it " wrap " ( or cage ) my low poly mesh
Made a new character for my personal universe. This guy is sort of a bad guy, he just doesn't know it. By default, Sneeze is a cute and innocent cat. Once Finlay remotely activates Sneeze's respiratory suit, toxins will be released and Sneeze will enter an allergic frenzy. As a result, Sneeze transforms from a cute and…
Removed sleeves, I reckon sleevelessness works better with antimage anyway. Also buttoned down that front cloth bit, not that that's ever going to be visible in-game, and gave him a hairstyle. I tend to avoid doing hairstyles for heroes who allow it because 1) I ain't no hairstylist 2) People get super defensive over…
Modifiers by default affect the whole object. To limit bevel to a single edge, see the bevel modifier panel limit using: -> BevWeigh. Then go back to the mesh and press ctrl+shift+e to control bevel weight per selected edge. Or alternatively, bevel is also a mesh tool. Select your edges, press w to access the "specials"…
Found the SurfaceTypes XML in the libs directory, along with the breakable_objectsXML. Seems that if a breakable particle is not defined in a material, a default one is used. Cloning some entries in those files at least gave me the option to use 0 particles. Would like to get into making new ones later, but seems that…
so whos pumped? its coming out soon? I finally splerged and got the new SF4 V 2 tournament Fighting pads! Im going to be customizing it soon! I already ordered the 8 sided plastic to replace the standard 4 sided one thats in the default arcade sticks! So far I think this will be my new template.