Actually you can bake multiple meshes at once in RTT; you get auto-named bitmaps (MeshnameElementname.tga). If you want to use a cage you have to set up the Projection modifiers individually though, because Pick makes the modifier an instance, which makes it grab all the targets at once (a total mess).
Really cool! Would you mind going a bit more in-depth on what you mean by modifier layer? Is it just a lerp between colors based off the modifier mask? Phenomenal results you've gotten here. Also, have you had any issues in unreal with misaligned maps with your landscape coordinates?
@obloquy You can achieve this effect by adding a PolySelect Modifier with nothing selected, then a DeleteMesh modifier. Then make sure Show End Result and Show Cage are enabled on your edit poly object. I enabled Backface Cull to not see the inside of the mesh. You can even change the Cage color if you want.
Also, to texture highpoly you simply just select the Edit Poly in the modifier stack and unwrap the mesh with the edge loops ect, pain the the bum but only way to do it as far as I know. You then add an extra unwrap modifier ABOVE turbosmooth so you can render a UV template from the highpoly.
If you want to protect your modelling stack, just stick an edit mesh modifier on top, rather than collapse it - works just as well. If you need to change anything afterwards, just delete the edit mesh modifier and re-add it before you export. Hopefully they'll sort this out soon! Jon.
Post pictures of your baking setup. Two things I think are happening here: 1) you are missing a projection modifier or it isn't set to use your projection modifier in the baking tab 2) you are baking in world or local space instead of tangent space (assuming you wan a tangent space map)
Have you tried reimporting the highres geometry into max to check if it exports correct? Another thing worth trying: Collapse all your modifiers before you export. I haven´t used max for years but I remember that you had to turn off "isoline display" for the turbosmooth-modifier to collapse correctly.
This might sound kinda crazy, but if you could create a raindrop and use the Hair and fur modifier to place the drops on the plane using the "instanced node" under the tools roll out(in the hair and fur modifier) this would give you access to several randomizing parameters. You would probably have to paint the trails in…
In the past for non-spherical eyes I've setup a rig where I rotated the eyelids through a warping modifier (in Max I used the FFD modifier). If the eyeballs and eyelids use the same warp settings, when you rotate the eyelids down they conform to the surface quite nicely. Not sure about a Maya equivalent though.
Hi there guys, I'm now trying to get used to editing normals and using smooth groups. Has anyone noticed that after using the "edit normals" modifier, smooth groups and graphite modeling's smooth function in the polygon modeling tab no longer works? It works only after I've hit the reset button in the "edit normals"…