Hey guys, Here is my final result in Marmoset. I feel we still see a small edge connection on the corners but I guess thats the best it can get: Marmoset Viewer: https://dl.dropboxusercontent.com/u/33632100/Marmoset/CubeTest.html I Baked with xNormal (although, I got pretty much the same result testing with max): -…
Hi, I'm very sorry for the delayed response on our forums. I posted there as well. Substance Painter will read the soften/harden data set in Maya when you export as FBX. This data is used to shade the mesh in the Painter viewport similar to maya based on vertex normal smoothing. In maya you are smoothing/hardening the…
This is a large task indeed but I can give you some tips. You have the overall design of the map, that's good. Also the way you designed it (island) will make your work much easier. I recommend you starting with the World Machine to get the nice height map. The free version allows you to export max. 513x513px maps but you…
Hey man! There are a number of ways you can do this, there isn't right or wrong. Remember that you don't have to follow the concept one to one, so if you need to adjust some stuff to make them more modular friendly, definitely do it. How I would do this: - The center piece would be a unique piece made out of tiling…
Yeah, I finally solved my problem! The textures have transparency now, but it was quite a hassle. Because it might be of some use to others, I will try to explain what I did to get it to work. I exported the model from Milkshape to UT's Skeletal format (.psk), so I didn't have to animate the model myself and could use the…