So i'm an engineering student and i have finally found a book i cannot get for free anywhere it seems. I'm broke and i need "Autodesk Inventor 2014 and Engineering Graphics: An Integrated approach" ISBN: 978-1-58503-828-2 I found a couple places where you could view up to chapter 6 for free but i need more than that.
How do i make my normal map bakes not shit in XNormal? I'm getting this nasty looking jagged edges around the hard edges of the low poly. I've tried to bake it in Knald too but i get the same issue. I've tried too baking it super high-res and then downscaling it but my hard edges still just look really off and i'm not sure what could be causing it? Any help would be greatly appreciated.
Yo /3/, need help with topology. This model is gonna be in subD. What I want to do is to keep the edges crisp. Inside the triangle is fine, but on the outside I need a way so that edge loop would be self contained and doesn't readily interfere with the rest of the topology.
TLDR I need help with topology so that the edge loop would go around the triangle so when I render in subD the edge would be crisp.
Just started working on a project in Unity. I have already done the Java course in CodeAcademy but it didn't give me a lot relevant to work with in Unity itself.
Any good places to learn relevant commands, lines of code for Unity? I have been getting by slow but fine. Just don't want to keep googling every fucking problem. Just want to learn as much as I can.
Also how easy is it to import and work with my own assets from 3Ds Max to Unity? Haven't touched that stuff at all but I have a bunch of stuff I'd like to use.
So I'm trying to figure out 2 things in Hammer: 1: How do I make objects that share an animation sequence (like alchemist's head and body here) play their animation correctly in the map editor (left) the same way it does by default when I open both objects in the model editor? (right)
2: Can I freeze a dynamic prop mid-animation (like alchemist lying on the ground at the end of the death animation) and turn it into a static prop that holds the pose?
Is anybody familiar with Hammer able to help me out here?
For the record, what I'm trying to do is export obj files of models in different poses, which doesn't seem to be possible from the model editor itself, so I assume my only option is switching the model to a static prop, converting it to an editable mesh, and exporting as an obj.
Hey guys, I've been trying to get this working for awhile now and I'm not sure where i'm going wrong.
Basically need to get a cloth sim into Unity. Unity's realtime cloth is pretty bad so we're looking for a prebaked solution.
I have the megafiers plugin which lets you play back a nCache but the issue with that is, since the clothing is a seperate mesh, when i blend the ncache for it to loop, it moves away from the character for a few frames.
I've tried placing an array of bones and parenting them to verts then baking the simulation to those bones. This works but when I try to skin the bones back to the mesh, it looks terrible and just deforms incorrectly no matter what skinning settings I use.
I've also tried using bone chains and creating ik spline handles and parenting them to a few curves on the mesh. I then bake this out and it all works fine until I try to skin it back and I get a similarly bad result.
I have no idea what im doing wrong at this point. I can't find much information on any of this on the web. I just need a way to get a decent looking cloth sim baked to a few bones so I can get it in game :(.