If you export your frog as an fbx and the default position is the pose then it has to come in as that pose. If you want the frog to be in various positions then you could put in an animation keyframe at 0 and export along with the animation, but I dont know if that would be efficient. You should tell the folks here what it…
Yup blending layers will probably need a re-normalization. A bake should come out normalized by default. Normalizing shouldn't kill the "shading". I've heard that oftentimes the shader in engine will normalize the normal map stuff again anyway. You should talk to your shader author, or programmer to confirm best practices…
Hello, thank you so much for your advises, it's for Xplane 10, it's a cross-platform airplane game. The building is quite important as it is inside the airport (Xplane has default empty airports on it) The building I'm trying to make (you could google it if you want) is the JetNetherlands Hangar from Rotterdam Airport.…
Todays Work (straight out of the editor): - Trying out blue color tint for some of the buildings - New cobblestone texture (super obvious tiling) - Stairs on the Tree - Leaves and branches. - Small fixes here and there. Still haven't touched lighting and post-processing, the default UDK template is quite nice actually. But…
I'm having this as well now! It seems like it's not loading any patterns in, which causes the pattern overlay option to be greyed out. It first did it when I tried to create a texture with the UE4 (Optimized) calibration, yes, but now it seems to be doing it even if I try to create a new project from scratch with the…
Terrain by default uses a lightmap. There isn't a reason to up the tessellation of the terrain to get better lighting. In the terrain properties under Lighting there is Static Lighting Resolution and Is Overriding Light Resolution. Those two options will give you control over the resolution of the lightmap for the terrain.…
Feathers or not- you gotta the default pose looking right. Currently he looks like he`s falling back. If you dont get that more natural and relaxed looking, your going to be fighting that every step of the way when you get to the rigging/animation stage. Take some time to rock dem transpose tools and get him looking more…
Ok so I noticed that I forgot to select the region (by default it was selecting the empty bg) cause I'm really tired but now that I selected the skin, its still not quite working. For the sake of speed I decided to load a preset (inflamed skin) and this was the end result: Better but only just. Still can't figure out why…
Thanks Martin for the sugestions. I found that with the curvature map from X normal (default settings) it works a bit better in general. But my problem that I rarely do anything "painted metal with scratches" all DDO looks like focused on. I do environment textures mostly and still can't find streaks mask details and such…
If you ever decide to go the route of shadow skeleton or have additional joint chains in the scene, I recommend adding an option (or by default) add the suffix *_ignore to the chains that should not be exported. That way you add legacy support for ActorX (Unreal Engine) to exclude them and it should be easy to filter out…