Showing results 1 to 25 of 500
Search took 0.05 seconds.
Search: Posts Made By: Farfarer
Forum: Technical Talk Today, 10:03 AM
Replies: 6
Views: 192
Posted By Farfarer
Odd. They overhauled the UV viewport interaction...

Odd. They overhauled the UV viewport interaction for 801 and made it a lot faster in general than 701 was.

Have you got a particularly heavy scene with lots of items? It does struggle with those,...
Forum: General Discussion Today, 07:49 AM
Replies: 28
Views: 1,657
Posted By Farfarer
Modeling: Modo Sculpting: Zbrush / Modo ...

Modeling: Modo
Sculpting: Zbrush / Modo
Retopo: Modo
Unwrapping: Modo
Rigging: Modo
Animating: Modo
Texturing: Photoshop, Knald & Handplane
Rendering: Modo & Marmoset Toolbag 2
Engine: Unity...
Forum: General Discussion 12-20-2014, 03:34 PM
Replies: 18
Views: 654
Posted By Farfarer
You can't have multiple symmetry axes in Modo....

You can't have multiple symmetry axes in Modo. Unless you model a quarter and instance that 3 times.

But if you sculpt using a vector displacement map, you should be able to sculpt it as a tiling...
Forum: Technical Talk 12-20-2014, 03:07 PM
Replies: 4
Views: 161
Posted By Farfarer
It'd be really useful if you posted a link to the...

It'd be really useful if you posted a link to the tutorial, the script and tell us what the software you're using is and which step of the tutorial you're having issues with.
Forum: General Discussion 12-20-2014, 01:33 PM
Replies: 18
Views: 654
Posted By Farfarer
Mudbox is the easiest option, I've found. It's...

Mudbox is the easiest option, I've found. It's got a tiling plane preset mesh that helps a lot. It's a little slow to update the adjacent tiles after each stroke (there's like a half second lag when...
Forum: Technical Talk 12-13-2014, 05:27 PM
Replies: 147
Views: 15,209
Posted By Farfarer
This is very cool. I agree with Laurens that some...

This is very cool. I agree with Laurens that some kind of API would rock... good to hear it's on the list :)
Forum: Technical Talk 12-11-2014, 06:17 PM
Replies: 360
Views: 45,509
Posted By Farfarer
You need to set the normals to qualified mode via...

You need to set the normals to qualified mode via the 3dsmax.ini file.

Enabling qualified normal mapping is done by adding the following lines to the end of 3dsmax.ini...
Forum: Technical Talk 12-10-2014, 03:25 PM
Replies: 2,736
Views: 317,461
Posted By Farfarer
Started on a 3DSMax tangent basis plugin for...

Started on a 3DSMax tangent basis plugin for xNormal if anyone wants to give it a go. Seems to work pretty well, but it's not tested thoroughly yet (early days).
...
Forum: General Discussion 12-10-2014, 10:52 AM
Replies: 45
Views: 2,626
Posted By Farfarer
One thing I would recommend is not to try and...

One thing I would recommend is not to try and force your Max workflow onto Modo. Try and get used the Modo workflow, it'll make things easier in the long run.
Forum: Technical Talk 12-09-2014, 03:00 AM
Replies: 229
Views: 50,950
Posted By Farfarer
If you're using xNormal to bake to a target...

If you're using xNormal to bake to a target engine, don't export tangents and binormals.

If xNormal finds tangents and binormals on the low polygon mesh, it bakes with the tangents and binormals...
Forum: Technical Talk 12-08-2014, 01:15 AM
Replies: 5
Views: 194
Posted By Farfarer
If you're getting no UVs from OBJ format, it...

If you're getting no UVs from OBJ format, it suggests that some polygons have no UV coordinates. With OBJ, UVs are all or nothing.

That might explain the strange UVs you've got there via FBX.
...
Forum: Unreal Engine 12-07-2014, 04:55 PM
Replies: 117
Views: 4,909
Posted By Farfarer
That's cool. Seems strange not to go all-in...

That's cool.

Seems strange not to go all-in while it's a "hidden" feature, but so long as it all makes it in at some stage - hopefully 4.7 - that's what's important.
Forum: Technical Talk 12-07-2014, 03:58 PM
Replies: 229
Views: 50,950
Posted By Farfarer
Those aren't artefacts, that's where the UVs...

Those aren't artefacts, that's where the UVs change. Tangent space is based partly on the UVs of your mesh, so you'll see seams like that when you get a break in the UVs or the normals of your mesh....
Forum: Technical Talk 12-07-2014, 12:52 PM
Replies: 229
Views: 50,950
Posted By Farfarer
Where are the artefacts? It's hard to tell...

Where are the artefacts? It's hard to tell without seeing the map properly applied to the mesh (i.e. as a normal map, not as a diffuse map).
Forum: Technical Talk 12-05-2014, 05:30 AM
Replies: 5
Views: 306
Posted By Farfarer
I suspect you need to invert the green channel of...

I suspect you need to invert the green channel of your normal map (or switch the Y setting of your normal map bake properties in xNormal to be the opposite of what it currently is then rebake it).
...
Forum: Unreal Engine 12-03-2014, 06:49 AM
Replies: 117
Views: 4,909
Posted By Farfarer
I'll need to get time to read through and test it...

I'll need to get time to read through and test it properly - lots on at the moment :/

But I'll flag up any issues I find when I do.
Forum: Unreal Engine 12-03-2014, 05:34 AM
Replies: 117
Views: 4,909
Posted By Farfarer
Looking through it, the code is there to apply...

Looking through it, the code is there to apply MikKTSpace to skeletal meshes, but it's not actually implemented when building the skeletal mesh. Seems it's static mesh only for the time being. Gonna...
Forum: Unreal Engine 12-02-2014, 03:15 PM
Replies: 117
Views: 4,909
Posted By Farfarer
Only skimmed it on my phone, but looks like the...

Only skimmed it on my phone, but looks like the skeletal mesh fixes aren't implemented, only static meshes?
Forum: Unreal Engine 12-02-2014, 12:41 PM
Replies: 117
Views: 4,909
Posted By Farfarer
Yus!

Yus!
Forum: Technical Talk 11-30-2014, 04:24 AM
Replies: 4
Views: 212
Posted By Farfarer
Try setting your action centre to Origin. It's an...

Try setting your action centre to Origin. It's an easy way to ensure they are all scaled from the same location.
Forum: Technical Talk 11-29-2014, 05:43 AM
Replies: 37
Views: 2,594
Posted By Farfarer
Yes, that's correct. Only the tangent space map...

Yes, that's correct. Only the tangent space map needs the extra work. You'll be able to use other maps on the low poly mesh without any further messing around (except derivative maps if you're using...
Forum: Technical Talk 11-28-2014, 04:49 AM
Replies: 2,736
Views: 317,461
Posted By Farfarer
You'll need to reduce the ray distance of your...

You'll need to reduce the ray distance of your low poly mesh.
Forum: Technical Talk 11-27-2014, 11:43 AM
Replies: 360
Views: 45,509
Posted By Farfarer
There's a couple of things you can do to work...

There's a couple of things you can do to work around it, but they're more expensive to compute and the good version isn't easily compatible with Surface Shaders.

To improve things, you can...
Forum: Unreal Engine 11-26-2014, 02:58 PM
Replies: 7
Views: 590
Posted By Farfarer
Is this specifying a temperature in Kelvin to...

Is this specifying a temperature in Kelvin to determine the light color?
Forum: Technical Talk 11-26-2014, 02:41 PM
Replies: 20
Views: 3,725
Posted By Farfarer
Vertex Normal Toolkit v2.61 is out; ...

Vertex Normal Toolkit v2.61 is out;
http://community.thefoundry.co.uk/discussion/topic.aspx?f=83&t=77919

- Added option to sum the weights of coplanar polygons for area weighting, also exposed a...
Showing results 1 to 25 of 500

 
Forum Jump
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.

Copyright 1998-2014 Polycount