Some time ago, before unity had a lightmapper there was a free lightmapper kit that included an FBX exporter named External Lightmapper Tool or something like that. Also, if you only need to open it in maya there is a pretty good maya exporter in the asset store. /eric
First off, apply a uvwmappingclear modifier and start again following what you've learned from Eric's link. The mesh you've imported isn't unwrapped by the sound of it and has defaulted upon import to a jumbled mess. That's why the green lines(uv seams are everywhere)
Hello, Eric Ramberg! Thanks for reply! I use standard quixel materials, material's textures itself is tiled fine, but when its go to project its scaled in different way so it dont match the project. Here is the pics, standard 2k texture:
Thank you Shanteez for asking this question, and thank you Eric Ramberg for answering!! I am always enthralled with the beautiful work I see on the Quixel site and then completely burned out by scouring the internet for some answer as to if this would ever come to the Mac. cheers
Eric, I don't have my Photoshop install program with me, so I will try it when I get home on Saturday, I'm sure it's something simple I'm overlooking, will keep you up to speed as it really does look a great program
@Hawk Wow thanks a lot for the info. Il go with the texture sheet then and if it works out il probably add some hallways along with storage/utility type rooms in addition to the concept room. @Eric thanks for the link, il look through some of those.
Most engines I've seen are smart enough to work out that a texture with only black and white in the alpha channel is to be interpreted as a 1-bit alpha. But as Eric says, there will tend to be a setting somewhere to allow you to specify it as an alpha test. Which engine is it you're using?
sin, I'm pretty sure he was referring to the plugin, not the email address Ah well, it's the thought that counts! Eric: I dunno if you could use sciAnaComp instead? I guess it sounds like you need that specific plugin to load the scene though...
Fixed :D Using Max so I guess that would work. Should I just model the shape of the pants with the edge flow following the direction the folds will go and then chamfer and such? EDIT: Thanks Eric. After looking at that there has to be a cleaner way, right? Maybe not...
I agree with Eric, you could make your details more interesting, perhaps also check out 'urban exploration' sites. Use http://www.urb-ex.com/urban.php for a starter, lots of links in the link section going to similar sites if you like it.