I hope this is the right place for this. I've only recently picked up Marmoset Toolbag so after spending all my time rendering inside of Zbrush I'm now trying to get my head around exporting meshes and textures. The problem I'm having is when I try to add UV's and export a low res mesh. The left image is my first sub…
Dreadnought Studios are looking for an experienced 3D artist to help with our latest project. *IMPORTANT* Ideally we need someone to work in house and full time, but we are happy to use someone for a short term remote basis initially (approx 3 - 4 months). You will need to be able to relocate or travel to Suffolk UK, after…
Hi, Yeah exporting the low poly with the plug in, checked in the viewer and the cage is showing as I am seeing it in max. I do have a mistmatch between which way y is being interpretted but am leaving xoliul shader to flip the green channel at the moment. I haven't tried exporting the high using the plugin, which I have…
You can easily export materials from Quixel Suite into regular bitmaps that can then be used in Painter: Create a new project with any mesh in Ddo, set the project resolution to 1024 as I think it's the size of most scans shipped with the software. Add a Height channel to the project if it's not there already (small arrow…
Took me a while to figure out how to use the shader. It's awesome though! Now the question is - how do I export the shader settings? I got a mesh with multiple materials and it seems to export fine (no errors + materials compile into one multi-material). However, in Cryengine/Sandbox, I can only assign one material at a…
That looks stunning. I'm also using World Machine here and there. I see on the material editor that you are using normal textures so I assume you are converting the World Machine results into actual meshes and just applying the textures like you would do on any other asset. Are you using the mesh exporter from World…
Yes, of course. I was going to give you a way to do it from Max but I wasn't sure if you were using it. One easy way is to add a vertex paint mod to your highpoly and using the vertex paint bucket fill each element with a different colour. Then export your highpoly as an .sbm(check the Export Normals and the Export Vertex…
I'm not on the computer right now. I discovered if I exported the model (after applying the hard edges script), as an obj with its normals checked, then reimported. These errors were gone as it "locked" the normals for the model along the hardened edges versus using smoothing groups. So the visual errors that having…
After reading your comparison, I think you should check out XSI too. It has a nice choice of modeling tools. It's not as widely used as Max or Maya but it was used in some major titles like Half Life 2. It has a Foundation version which is pretty inexpensive(around 500$). It has trial versions too. http://www.softimage.com…
[ QUOTE ] [ QUOTE ] max plugin that actually started up the engine and you could check the shaders and animations and everything in engine before export. [/ QUOTE ]After export, before save, I think you mean. Did they have it running in a Max viewport, or as a separate process? I'm curious because we're looking into the…