Hi Polycount, Not used Mass FX before so thought I'd give it a try to save me time having to place all of these hockey sticks manually in a small bin. When I simulate the physics I'm getting this sort of result: Most of them simulate correctly but a few rogues just go completely wrong. The bin is a Static Rigid Body with…
Stick with the official epic docs to start with - youtube is full garbage tier videos by self professed experts with no idea what they're talking about. I've never tried this one but it looks official so won't be awful https://dev.epicgames.com/community/learning/tutorials/e2V/your-first-game-in-unreal-engine-5 The "how to…
im running the memtest now on the first stick or RAM and i just finished pass one with zero errors - i read its unlikly to get errors after the first pass but im going to play it safe and run it till its done at least 8 passes which i hear is a solid amount (i hope) then ill do it for the other stickor RAM... approx 20mins…
Hi, thanks. I'm using max 2016, but the same with 2014 and 2015. In the modifier stack they are all "Bone", with classic Bone Object parameters. I can turn off "Display Links" and then all of then render as regular max bones with geometry, though geometry is a bit weird, but whatever. But I still can't find any information…
I had my computer go down for maintenance nearly every other month last year. Turns out a RAM stick was bad. And the GPU VRAM was also glitching. And a HD started to fail while another imploded. The mobo is also suspicious. Wonderful times. After RMAs and tweaking to stabilize it so it could limp ahead for a little longer…
So many replies! Thanks for the frontpage plug :smiley: @almighty_gir - Nice! I had no idea this was a thing. I grabbed it and it does help, thanks man! @future-fiction - Totally agreed. I've been doing a lot more work on it trying to make it feel more like a saturated brass and less like actual gold which i was aiming for…
This might be a lot easier to understand if you could see the video tutorial I'm following, but it's a paid one so bare with my description alongside my texture screens. I used Nanomesh to lay out my leaves, sticks, and rocks. Then I went in manually to adjust any inter-lapping. So, onto the tiling portion. In said video…
This week I wrapped up the UVs and have moved on to baking in Painter. I spent a good amount of time stacking and carefully arranging the layout to optimize space and texel density. The asset currently uses six UDIMs, and I did my best to organize them as efficiently and cleanly as possible. At this stage, the baking…