You can bake the original meshes to a combined mesh with rearanged UV's in maya pretty easily. Simply load in your colour textures and what not in a material to the original mesh. And do a transfer maps. Should be able to do this in any app that lets your transfer maps/bake textures from a source to a different target.…
it was an interesting read. I didn't expect it to be so thorough, well done. Let us know if you do more of these type of analysis. The transformation Ezio went thru and the complex and emotional unraveling plot made him so popular among the fan base, indeed.
If for some reason you still want such detailed geometry for close LOD project/ transfer/ borrow vertex normals from next LOD without that extra geometry. You will see no shading gradients if you don't have them on that "next" lod . Use attribute transfer in Maya, data transfer modifier in Blender or 3d party scripts for…
that method isn't mathematically correct btw, you need to actually transform the perturbing normal into the coordinate space of each pixel/base normal. then do the addition. * drag and drop normal map merger which uses the "correct" maths NormalMapMerger.zip Uploaded Jan 11, 202369.66 KB not full tested yet but I sure…
Aaaah! in this case have a look at Transfer Attributes, you can surely check if your able to transfer the UV sets, if this doesn't work i may be wrong but there is a script called Poly UV Transfer at creative crash, im pretty sure this should help you out. Link: http://www.creativecrash.com/maya/script/multiple-uv-transfer
Hi, Noren! I read what you wrote here: https://forums.autodesk.com/t5/3ds-max-ideas/make-slate-view-tabs-material-tree-layouts-transferable-between/idi-p/13684369 Could you send me a sample .max(saved to the lowest 3ds Max version you can) file with a few materials (no need for textures) set up the way you organize them?…
If I remember correctly only a height/displacement map will allow you to transfer the sculpted information in zbrush. Maya has a map transfer fuction and it's pretty good, I use it all the time to transfer maps when Uvs change for exemple. I wouldnt use baked data for a new high poly , imo by the time you have every thing…
Ok so I managed to successfully replicate a similar re-occuring issue. On the off chance did you use duplicates of the default scene cube for your models? It's probably irrelevant but it's strange to me why this is happening to just that mesh and I don't know what's causing it. https://youtu.be/1BsqteGY0l0 In this the…
This isn't going to be just a material solution. Its a combination of material and the hit detection portion of the game. Using UDK as a base look in the "takeDamage" function of the actor class. Included in that is a vector for hit location. So for your player class using this material you're creating you can have a hook…