The odd thing previously w\as that to export to maya I had to export at 100 time sthe size, now I have to export at a scale of 1 They keep on messing around with stuff :o )
Hi I'm having a problem with a texture for a character/creature I'm working on. Somewhere along the way, I think I've screwed up the padding. I've exported out various parts of my texture from Substance Painter - mostly masks - in order to sort of collapse layers down to reduce the file size as it was getting too big and…
After a bit more poking around I think I figured it out. Here are the steps I'm currently using. It should be said that this is the setup I'm using for a single file export of base level geometry. 1) Export the scene from Maya to the Unity Assets folder. (I use a sub folder called Level Geometry). 2) Create and empty game…
been haveing a few problems with the normal maps from a prop im working on. getting some pretty extream gradients on my normal map, which are causing a lot of artifacts when UDK compresses my normal maps. here is a shot of my model with wires. and here are my UV's with the normal map. i have assigned hard edges to all my…
Hello there folks, So I have to admit I'm not an expert with ZB but I was curious to know if it is possible to render a normal form a 3dplane. The process I was thinking is. Set-up the texture, and instead of using NVTOOLS just make a quick stencil in zbrush and export the normal. I did try with a character mesh and it…
My team is looking for a texture artist with lot's of experience with the Substance Designer toolset. Your job will consist of creating sci-fi and nature (grass, rock, cliff, etc.) substances. If you are interested, please contact me with your rate and a small portfolio.
You know I got a big question on marmoset as still new to it and make sure if i heard something right. Now I export from blender my high and low as one. Now while checking things on marmosot i notice there were things that were off with my low poly so i had to go back into blender to fix it up like fix up, unwrap etc. here…
My workflow is to have "Triangulate" and "Edge Split" modifiers on the stack of the original quad version of my mesh with a name LP_Quads. If you're using the "Edge Split" modifier, remember only to mark sharp edges to your mesh manually, not by using the "Edge Angle" option, and NEVER apply this modifier in any case,…
Hello guys! I am on road to be an 3D artist.This is my fist work of weapon.I'll like if it will be used in the game "Rust". Ammo - 9mm Mods - Flashlight,holosight,lasersight and silencer (in progress) But this weapon is still in progress,i'v done high poly.Next step will be make low poly every part and textures. My…