Select you camera in Unity and note the FOV. Unity uses a vertical FOV. In 3ds Max select your camera. Next to the FOV setting is a little icon that drops down. By default it’s horizontal. Change it to vertical then type in the FOV value from Unity. They should match now.
Sometimes you'll make a mistake when removing edges that leaves behind vertices on the mesh, turning on vertice display or activating sub-d shows you where these are fairly quickly too. That's once instance I can think of where you can get unwanted verts.
this is not working as least not in the way in which you describe it since they're no overlapping vertices. what do you mean with "new (fixed) boolean tool" when I use boolean it just cuts a hole and I still need to create and connect new vertices to keep quads
Eric it looks like the vertices were moved after the mesh has been subdivided. See the attached picture. I don't think you can get a crease like that in a subdivided mesh. If you move vertices manually the plugin cannot figure out how to undo your manual changes and will fail to recover the original positions.
I cannot for the life of me figure out how to unwrap this thing. Designed to be some sort of lookout tower. I learned a lot about creating models while doing this! I discovered a handy trick for quickly duplicating vertices: Extrude by 0, then scale the vertices down. Verts: 36 Edges: 128 Tris: 88
Hm, are your Smoothing Groups going over 40-50° ? Cut your UV Shells and make the sides planar. Then add a new Smoothing Groups to UV Shells with TexTools. Also select all Vertices in Mode 1 and then Press Weld with 0,1 . Maybe some Vertices are not welded. Looks like youre doin millenias tutorial? :)
When projecting normals, they get influenced by the location of your low polys vertices. So, if you want your normal map to be a bit more accurate you would add a loop at the horizon location of all of those nut floaters and then rebake, and they will come out good looking as their normals are pulled towards the new…
Thanks! I got it working. Also when it said 1-z it actually meant to invert it. Here is what I get now. But some of the meshes really mess up when it attempts to move a vertice to 30 different locations. Is there a way to split these vertices when this happens? Or a way to make each faces its own element?
to clarify the vertical centerline: bump the text, and blips down 3 px to center it verticly in the box. Its much nicer and cleaner right aligned, i was only commenting on its vertical alignment. what does this look like on top of a screenshot? it may help tie the rust together, if the rest of the game has that similar…
Hello guys, I'm currently facing a problem with exporting from zbrush and importing to Maya. whenever I import the model, it shows in the outlines as several elements as if it's shattered. the second question , is there any script for maya to find the unwelded vertices or the coincidence vertices and such errors?