In maya it looks fine. In Marmoset it looks pretty good too unless i really really skew the light angle. Here's another issue, probably rooted in the same thing. What I have here is a simple static mesh. I UV'd half, duplicated it over, merged verts at the center etc etc etc. I softened the proper edges, then used axmesh…
11. I don't think Max will let you set undo and redo just for the Unwrap or UVW modifier, a but it be interesting to find out. To find the shortcuts for things like the modifiers you need to go Customize/Customize UI/ go under group rollout and go to Unwrap UVW. Sometimes if what you are looking for isn't there you need to…
Next up was rigging. This is my first non-skeletal rig, as well as my first rig with custom controls. Rundown: Front autocannon actuates by rotation of a 2-axis control (represented by a pistol icon). Manipulation of the control rotates and pitches the gun, and rotates the lower camera array in sync (the camera array does…
Hey Microneezia, CrazyBump has a feature that should help with that. Try these steps: 1. Open a normal map in CrazyBump. Make sure CB's axis setting is correct. 2. Save CrazyBump's automatic "Diffuse" map. 3. Paint over it in photoshop. CrazyBump's diffuse will give you a much better starting point than just desaturating…
Well somebody's on a lucky streak... Going left is my prefered method too. The game calculates one point by each one pixel move on the x and y axis so going down_left would actually score your points about twice as fast. Sorry to hear it didn't work as well for everybody. I have to do more testing. Thanks everybody... keep…
Looking perfect =) Soon with Max10 you'll be able to group rotate around the local axis, any chain of bones not just Biped. It's going to be great. Nice work! I'd call it done =)
This goes over the explode baking stuff: http://www.polycount.com/forum/showpost.php?p=817681&postcount=91 Basically, all you do is this: 1. Separate your lowpoly into unique objects/chunks for each part you wish to explode. 2. Set keyframes for all objects in frame 0/1 or 0/10 or 1/10, however you want to do it, just…
what a pain in the end . I suppose the ideal solution is rotating the character around the z axis in max 180 degrees. problem is that xna only recognises the bind pose, so any biped rotations are ignored by xna. My cheap hack was to group the biped with the mesh and rotate the group 180 degrees This actually works,…
You're not doing anything wrong. This is just the way normal maps work. Here's a site with some info that should help you: http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html Basically your lowpoly mesh probably needs more geometry to allow the normal sampling to be more regular. If you try baking a cube…
alright using my extremely limited scripting knowledge (copy and pasting stuff from existing scripts and using the listener) I've created this; macroscript GlobalDelete category:"Yozora" buttonText:"Global Delete" toolTip:"Global Delete" ( On Execute Do ( if (classof($.baseobject) == editable_poly) then ( if…