its probably pointless to make any general suggestion. if you have a specific project and goal in mind it may be possible to consider how certain tools could help. in general, having steps between edit the level and play the level is worse than having immediate feedback. if you were remaking goldeneye n64, as an example, I…
Hi there! I'm relatively new to baking textures and working with zBrush, and recently I've been having an error with a normal map in xNormals. I haven't had this issue with the other models I've baked(I'll explain this below). This is what appears when I try to bake: And here are both the low poly and high poly models: I…
Hello everyone, I'm recently digging through web to find some answers and ask few questions about bit depth in substance painter export. Recently topic about https://www.allegorithmic.com/blog/tomb-raider-texturing-movie-hero-asset-rising-sun-pictures and my personal test bring me a thought abut sense of using 16bit…
Hi, can somebody point me to a tutorial with creating assets in Maya and importing them to unity? I'm reading where I can but I'm still not sure how do I export UVed meshes to unity the proper way. Basically I have a level in Maya which is build using many modular pieces. How do I export that to unity? Do I export mesh by…
* Hello, I have a strange problem that i cant find a solution on the net. When i am baking maps in some cases painter cant find the high poly URL on my comp. I have a model that is separated into many subtools in zbrush, i exported them all with fbx exporter. It seems that painter randomly cant find this high poly meshes…
I have a file in Max2018 which I am trying to import into unity . Normally I would rotate the pivot by 90 degrees on the x-axis, set the asix conversion in the fbx export to Z-up, and that would have the object come with 0,0,0 rotation atributes in unity. But it looks like max 2018's exporter is conflicting with unity and…
Hey guys i wrote some scripts that help to speed up exporting and i want one more addition. --Fast save overwrite 2 step script --STEP 1 - export file with this script, it will store location of the file --Filename should be equal to the name of the object if selection.count != 0 do ( actionMan.executeAction 0 "40373"…
The problem seems to stem from the Inactive Subtool Dimming, which lets you better identify the currently active subtool by darkening the rest. It may be the specific dim value itself (I find increasing it to 0.9 seems to show a result closer to final), or the dimming in general just may be interfering with zbrush being…
If you don't mind a little self-promotion, I have some plug-ins at my site ( Spanki's Prop Shop ) that some may find usefull... Free: Add Normals - Will add (or update) a "Normal Tag" to the selected mesh, honoring the settings in the Phong Tag if it exists (phong angle, phong edge-breaks) or compute the vertex normals as…
corrected sorry mate, was typing from my phone and it autocorrected fbx. more or less just saying because fbx has it's own triangulation method, you can just use that for both export to xnormal and export to game engine and the triangulaiton will be the same on both exports, while keeping your model in the maya scene…