Hi! Thank you for this tutorial! I managed the part in photoshop but am struggling to make a file ready for 3d print after that. Also, I don't have CAD. Any advice? Any help will be greatly appreciated!!
Can you help us a little bit further? I am building a level where the character can choose between various Metahumans... ive managed to achieve the first change, but besides that nothing worked... thanks a lot for helping me to getting so far...
The controls of this software are still shit in 2024. Who ever thought of "tilting while moving left / right" should never allowed to work in the software industry.
Hi. Thank you, i finally found the video i have been searching for hours. Can we use the camera as vray camera? If we use vray mtl and vray camera, is there any option for that?
Don't you know where all these scripts should be? It might be on a desktop, but I didn't find it... And there are no scripts in the recent folder or quick access folder
Nice tutorial. However, Baking to texture is not a new rendering system (time 01:24) compared to rendering to texture. They serve different purposes. When we use baking to texture, we are actually planning to "RECREATE" our camera angle and lighting system at render time, whereas when rendering to texture is used, we will have much more control over our rendering environment during render time. Thank you 💯
No. This is incorrect. The original utility in 3ds Max for baking maps was "Render To Texture". It was designed to work with the Scanline Renderer and also worked with Mental Ray. However, it does not support the new "Physical Material" nor does it support the Arnold renderer. The new "Bake To Texture" utility is an updated version that supports both the "Physical Material" and Arnold. The new "Bake To Texture" utility makes the old "Render To Texture" utility obsolete.
you have in fact explained how they work and how they differ, without ur explanation, things were spinning, spinning all the same to anyone whos looking at them spin, now the important question and all the money, are u not able to do everything and anything on one of the settings, what would be an example of when you would have an almost impossible time of making something work and being able to achieve without having to switch settings, there is no way that people arent just leaving it on one setting and completely ignoring the other one? it appears no responses have never been turned on for this comment section.......
I have this setup, and it works perfectly fine. However, when I tried to render the camera movement using a sequencer, I noticed that scrolling with the middle mouse to change the arm length caused the spring arm origin to shift. How can I resolve this issue ?
I know this is an old tutorial, but I am using this to set up a free orbiting camera around a stationary vehicle in my scene. Was curious what I could do to prevent my camera from orbiting through the floor (assume need to set a limit to the vertical movement) as well as setting up the vertical movement to be inverted. This tutorial was very easy to follow. Thank you so much!
I love this!!! Hello, what node set up would we use if we wanted to pop the UV to a neighbor UV coordinate? Like describing an animated bolt texture on a texture atlas? **Goal #1.** If we had a 4x4 grid and wanted to offset the UV along the top row... down to the bottom right The UV start at the upper left corner 0,1 then we wanted to pop the UV to 0,0.25, then pop to 0,0.5 , then pop to 0,0.75 etc. all the way down the 16 quadrants to UV 1,0 in the bottom right. The UV would pop, not scroll. Like describing an animated bolt texture on a texture atlas? How do you move the UV to the next bolt decal on the texture atlas to make it look like an animated bolt texture? **Goal #2**. Can I also put each offset to the next UV as a variable or parameter I can plug into a "Control Rig" (Integer) controller that can run the UV offset left and right...the bolt would play forwards and backwards?
Question: May I ask how I can use a material MATH node to offset a UV across an Atlas? Ultimately, I would like to use a Control Rig controller (set to integer) that would offset the UV across the atlas one UV tile at a time? When the Controller is moved along the X axis, the controller will be at an integer value of 0, 1, 2, 3,...24. The controller’s integer value would offset the UV one UV tile at a time across the texture atlas coordinates set in the material, the UV would pop across the atlas not slide across the atlas. Linking the UV position in an atlas to a Control Rig controller is on my mind. Thank you for this video, it is brilliant.
after finding a 2nd vidoe on what was missing to get the error to disaper the ship will now rotate freely but the camra ius stuck at the defoult north map x axis
got a n error This blueprint (self) is not a Controller, therefore ' Target ' must have a connection. and [4406.98] Compile of FlyingPawn1 failed. 1 Fatal Issue(s) 0 Warning(s) [in 98 ms] (/Game/FlyingBP/Blueprints/FlyingPawn1.FlyingPawn1) even tho the code is layed out exatly as you have it
yo dude, idk you need this anymore, i fixed the problem. in the note "get control rotation" you need the little sentence "taget is pawn" under the title. I took the same note but for "taget is controller"