Looks like Unwrap UVW doesn't show UV channels other than 1? I applied a planar on UV channel 2, and then unwrap UV (set to UV channel 2), and it shows the same map as in UV channel 1, when they are very different. any notes or data on this? Maybe I'm missing something.
today's questions :S in Blender, what is the current procedure/workflow to bake textures from the sculpt into the low poly model? Do you need to tweak a cage, like you did in max? Can someone recommend a video showing the correct workflow? Also, how do you bake a cavity/edge highlight map for texturing?
I simply don't think this is right. I followed all the steps in a tutorial but it's still not working. Also, I guess you're supposed to be able to simply see your normal map in the viewport, how do I set this up?
Hi, Which of these two high polys would result in a better normal map?: A B -I would do a quick test, but I don't want to download SP until I've finished my High polys. Thanks in advance...
Would anyone know how to set up a script to change all maps filtering in the material editor to none instead of the default pyramidal? Tried googling something like that, but no luck. Thanks counters :)
Hi,evryone I am doing a project ,Need to bake reflections to texture.But I try many times ,can not get that i want . You known vary can bake complete map ,see picture I uploaed that I want wo bake . Hope! Thanks!
Hi all, please can anyone advice me how to transfer color of diffuse map to vertex colors? Tryed this: http://www.polycount.com/forum/showthread.php?t=70981&highlight=diffuse+vertex+color not working for me. Is there any script for this? I must use old tech... :) Thank you.
Hello Guys, I am pretty new to Substance Painter and so far, I really like it. Now I got a problem which I am not able to fix alone. The front side of the mesh is projected on the back side (shown in the picture). I realized that the max frontal distance is producing this problem. My vertex normals look fine to me. I have…
So i have recently taken hard surface modeling as my main Workflow but i get these weard problems in some parts in the normal map. See these pictures here: https://gyazo.com/033eefd59a46ccba7f5c5844e8ab6534 https://gyazo.com/3fbb017213c9a2533858a30e7638f289 Are these common to happen in 3Dsmax Normal map baking? Are these…
Hi Frubes, I must confess that I'm not an expert with Max. I'll try to help if I can tho! CrazyBump's shader is really basic. It shouldn't be difficult to get your materials looking pretty much the same. Is it the specularity that's not looking correct in Max? If so, you may need to adjust the gloss (specular exponent)…