@JoseConseco looks cool, looking forward to messing aorund with that. So particle hair has some basic functionality for storing selections now. In the tools section of the comb brush there is a hair group option. it is supposed to also colour each group, but does not work.It does store the selection, but you can't seem to…
Usually it's enough to work with SP default one. Use Global balance and global contrast of smart masks to adjust curvature based masking. Still I am pretty sure you can export curvature map to photoshop and do some curve editing closer to Xnormal since the difference looks just like gamma one. You can export it as 32 bit…
Think of your collection of objects as one big unconnected object. In fact, if you're in max just attach all the objects together as one edit poly, (or mesh), then unwrap them all into a single UV sheet. Once your unwrapping is done, apply another edit poly or mesh modifier. Each piece will be its own element. Select each…
Sorry for bump, but I have the same problems with these beams. I have tried to reset x-form and collapsed, uv-clear, restart and so forth. The beams are the same object duplicated and 90% of them worked. Some random didnt. I have de-attached them from the others in the image. The strange thing is that it worked at some…
Well, what I'm driving at is that if you bake and export with non-triangles in the mesh you are hoping that Max and Marmoset are going to triangulate those polygons in the same way. If they don't, you'll get bake errors and weird things here and there. If you triangulate yourself before baking and exporting, you have…
You can also create low poly bones that look like your high poly mesh (proOptimize your high and segment it at the joints). You can do this by applying edit poly on top of your bones, attaching the new mesh and deleting the old for each bone. This works really well with biped as you can collapse the stack and it stays as a…
Sweet! :) Those are good ones! The profiles and data folder path editing will come with one of the new versions! And yes, just published the new update! It brings in more display modes for brush/tool lists. Click the new button to switch between them.Also you're able to assign custom colors to the groups by manually…
I could be wrong about this, so hopefully someone else can confirm or deny, but I believe once you start editing the model, the last place that you touched with a brush becomes the pivot around which the model rotates. So if you've just imported the model and haven't touched it yet, the pivot point will be the origin, so…
When importing into udk, make sure the pivot point of each object you export is at 0,0 in Maya. Also Import it by object as long as that object uses the same material. For instance if you just want to straight port it over to UDK and not have it editable you could select all you debris on the ground, export it. But now in…
Thanks for the tips! I added the brass support just to add some color to it and another interesting material, do you suggest removing it? I will edit the rubber and edit the normal maps. Any suggestions about the metal? i want it to be more interesting whithout too much wear. I would also want to know if the metal in the…