Hello pior, It seems to me that FBX Review doesn't support OBJ smoothing groups. If you open the box.obj file in a text editor, you'll notice that it doesn't have a vn (vertex normals) list, an in the faces list you'll see the 's (number)' lines indicating the smoothing groups. PixaFlux support both, vertex normals and…
Thank you very much for your quick answer! That clears things up then. As I thought, you used the mask instead of the Vertex Painting to get the additional resolution, because, of course, for vertex painting it's important to have enough vertices for detailed painting. Yes! I actually read a LOT about the techniques in…
Hello! I started learning Plasticity recently and wanted to share some of my thoughts about the software. Maybe this will be interesting for people like me, who have a poly-modeling background and consider giving CAD a go. First of all I was pleasantly surprised how "artist" friendly Plasticity is. The interface is very…
Like Eric said, it could have been the exporter from Max or the transfer from ZBrush >>> Max >>> Deep UV that caused the vertex reorder. Another thing that could cause the changes in vert ID is when you export from ZBrush into Max, the .obj is an Editable Mesh. Converting to an Editable Poly changes the vertex number, so…
Almost always the first option*, even outside VR. You might have a unique 4K texture for a special door, but 8K is too large for 99.9% of texture use cases. *You don't combine materials per se, you layer textures together with masks, vertex painting, and/or secondary UV channels.
Yes, I would recommend custom vertex normals for baking normals to any engine that supports them. Whenever there is geometry in the transition between two flat faces on the lowpoly, like a chamfer or a curved surface, like that chamferbox to the right at 6 minutes in the vid: ( https://youtu.be/_kONIPr_gBM?t=362 ), you can…
The hi guy's. First, I apologize for my very bad English. :) I wanted to share my process of learning 3d characters art, and also learn about you. I've been watching this forum for a while now and that is my first post so I know there is some Badass character artist here. As always, crits, comments, and/or questions always…
HA HA!!!! Very good question sir. We actually use an in-house script that we lovingly call the Auto-Normaliser. It actually breaks the vertex normal and manipulate them to our liking. but the tool does more than that. it remembers, forever, the selection of chamfer on a given assets, then, you can add or subtract from that…
Thanks, I'm thinking of making a tutorial about my texturing methodes plus some tips/tricks once I'm done with the whole thing. Just hoping that it turns out well and that I wont get burned out when I spend too much time on this project. As for the grass alpha, ya its pretty much 3 alpha maps stored in one big texture map…
I tried to study Cinema a decade ago and came to similar issue with inability to directly control/edjt polygon shading, vertex normals, baking projection and do reliable export with edited vertex normals after that. But I remember there were a few 3dparty plugins for vertex normal editing that could fix all this…