Hey there, I'm having a bunch of bugs that have completely prevented me from doing anything productive today: 1. I've done a character with a bunch of different IDs, created all of his materials, and then I realized I'm missing one map ID for another specific material. I edit my map and add a new color then refresh…
so i'm trying to export a skeletal mesh from 3ds max to UDK, and it's giving me this error: what it's referring to, is that those verticies aren't skinned to a correct bone. here's the thing. if i try i mesh i'd exported previously, any animations with that skeleton work fine. so the bones ARE okay, they're all correct.…
Hi, I have problem with my ID Color Map, I set 12 diferent colors in map and some edges are hard pixelated and some has nice bleeding, some mask in DDO works fine but some take color from bleeding edges from other Color ID material, how can I fix this. I think for ID Map will be nice has some tolerance funcion for color as…
Hi, me and my brother are currently working on a unique RTS game. The theme is an alien world that humans are colonizing for the rare gems and metals on it. The map is divided in hexagon territories, so its built like a board game map. You will be able to choose which company (faction) you want to be, with each having…
Why cant I disable anti-aliasing while baking in marmoset toolbag for the id map or any map. And how would I fix this id map in photoshop. I have also played with substance painters id map hardness and threshold sliders but that introduces new problems like similar colors being recognized as the same. Map: Substance…
Hi guys, I'm working on a project that requires completely sharp, non-antialiased ID maps. Any way to generate these in Marmoset 3 (or 4)? Nearest neighbour filtering or something similar?
I wonder if there’s some way to change the color of the meshes with variation based on the id or influence of another object or other characteristic, but only with one material. I notice this can be done easily with the colorJitter node in Arnold although it is a random variation and It's good.. but there's a way to…
Hello,I create some models in MoI 3D and want to retopologize them in 3ds Max using QuadRemesher. For QR to work properly I need to set up smoothing groups. Luckily MoI 3D exports all parts which need to have a unique smoothing group in separate elements. SO I quickly give them some random materials using material IDs to…
Hi, In Maya, I was wondering if theres a way to bake a colour ID map for multiple udims rather than it just baking onto one uv tile? Its for SP masking/assigning. Does anyone know of a way? Cheers
Is there any way to do this ? Lets say I paint a bunch of bolts in using Alpha brush's. Is there any ways to mask them to a color ID mask so that ever bolt goes to lets say yellow in my case which = Steel