I will start by saying I am NOT a material expert in anyway so this is all on me, meaning, my ignorance is creating this issue. I am wanting to take two full materials that are each a type of aged plaster wall. In order to break up the texture tiling using just one material, I want to be able to control the blend of 2…
It seems to me that Maya 2013 added the angle weighted normals like max uses. Not sure if I'm right but for my tests the assets baked in Max with the vertex normals exported from FBX look ok in Maya2013 if you setup on attribute editor and set it to be "angle weighted normals". I don't have a really good test mesh here, I…
Hi everyone, I've spent the last couple of months building a toolbox in Maya with python. The point of the exercise has been to display the color sets in Maya as a Photoshop-style layer stack (with basic blend modes). The tool consists of a window with tools, and some shaders that are custom-generated to the project under…
Oh noes, another noob question! So I am almost done with a set of modular pieces to create buildings and I made a few substances that I like to texture them. I just imported the pieces to Unity 5 and plugged everything to U5 standard shader, it looks great... But now I'm scratching my head trying to figure out how I could…
hey there ! :) 1. that's something we've fixed in an upcoming build, should be up in 2-3 days i think. 2. Have you tried to shift+paint, or reverse the vertex colors for black/white ? right now our setup is flipped to use black as the main color and white as the background color, so try to change that or just press shift…
I've searched a ton but to no avail. Here is the closest thing I have found: http://www.xsibase.com/netview_forum/index.php?board=16;action=display;threadid=32431 It didn't work, unfortunately. I loaded the work group and there is no XSI_UserNormals option when alt-rmb'ing a mesh. There also isn't a XSI_UserNormals folder…
I'm not sure what you mean by "number of lines", can you clarify? I noticed a script called "djRivet.mel" that has some similar features that you want to do. Might want to check that out for examples. This script: string $verts[] = `ls -sl`; print $verts; Returns: "pCube1.vtx[0:7]". Adding -fl to the ls command will…
Hey guys! I'm looking for the ways to improve my workflow with weighted vertex normals in 3ds max. Here is a quick test I made to visualize what I'm struggling with now. I'm trying to use the first one as often as possible, but since i have to manually select faces to average normals from them, it can be tricky on complex…
(reposting from game-artist) Hey everyone, Upon importing an .ase static mesh into UDK, I'm getting the following message: Trying to troubleshoot the issue, I found this thread over at UDN: Generated/Imported vertex count ratio message - Epic Games Forums Post #7 lists potential causes as: 1. UVs - no UV map at all, or as…
I assume this long triangle shading gradient isn't in hi poly mesh . But it could be if its sub-div model . Most probably although it's low poly model . Easy fix would be just fixing vertex normals/ split normals or whatever they are called in your software. Here I fixed the gradients by just putting Weighted normals…