Hey all! This will be my first post here and I really hope someone can help me out. I've been following various tutorials about getting your UV's and lightmap UV's from 3ds to UDK and I can't understand what im doing wrong. Here is my UV Channel 1 in 3ds: And here is the Channel 2 lightmap UV: Nothing is inverted or…
My Maya 2016 Edu license has somehow borked itself this week. What used to be: 1) Loading models of 1 million tris+ into Maya would take a bit to load, but would load in fine with a tiny bit of chug in the viewport. What is happening now: 1) Load model of 1 million + tris into Maya >> Maya freezes (or just takes too long)…
Hello all, I decided to start working on a Rocks pack for the asset store my goal for now : * 3 big rocks + 3 little rocks (Shared uv space for 1 big + 1 small) * 2 tileables texture * 5 cliff models (using the tileable texture) * and a scene for presentation What's done :* 2 big rock + 1 small And i'll maybe include the…
Unfortunately no. I wrote every node from scratch without using any Maya utils. This has some advantages for me. Like, nodes for creating and editing images and textures are already available as standalone application: https://www.youtube.com/watch?v=L-0ew6xenIw . I had to do it like this. Maya is very old and slow…
Are you from Benvista or you just like to advertise an amazing product? :) So you think painting 1:1 isnt needed? The benefit in working 1:1 for me is that it makes me work more accurate. When working sized up i feel you tend to develop a sloppy style. Can you show some examples how it looks sized down with that program…
Hmm, well I did mush together some familiar looking shapes :) . Its not based on any one source, although I did look at reference from: military vehicles (M-ATV) http://images.google.co.uk/images?um=1&hl=en&tbs=isch%3A1&sa=1&q=matv&aq=f&oq=&start=0 vw beetle…
What I did (for a different purpose) was to basically remap the entire range to a smaller value range (works a bit like levels, I guess). It's a couple more nodes than you have, but it's also [arguably] more predictable to control. Basically it'll take your image and remap 0-1 to Min-1. (The Constant clamp node is 0-1).…
Hello [SF]Three9 The game runs in Unity, a heavy customized version... We ended up making a custom shader for our lightmaps to support nice over-bright yet still retain full color accuracy in the 0 to 1 range. Anything else past that is stored in the alpha at 1/3rd the precision. That's the basic explanation of it. My main…
Here it is a quick one. Probably could be done better and with fewer lines but.... Just select two vertices and run the script, should work: // get two selected vertices string $compSel[]= `ls -sl -fl`; // get object name string $objSel[] = `ls -hilite`; // get the number of first sel vertice string $buffer1[]; $numTokens1…
I found this while looking for something else, while you might have solved this already I'd like to contribute: If you're channel packing your normal map, make sure that texture is stored as linear and that after sampling and before deriving the Blue channel, bring that from 0 to 1 range to -1 to 1. That means, append…