There are two different workflows - depending on if you are using Standalone or not (not all the plugins work with the PBR metalness material). So on standalone, use the Octane (disney) export and have your project be in a metalness workflow. If you want to use a specular workflow, use Octane (sRGB) export. In my…
@SpeCter Yep, when I try extruding the cage it goes towards the middle instead of outside. I somehow got it working. The normals was facing the right way in maya, but when I imported it to zbrush it was reversed. So I reversed the normals, exported, baked normal map. Exported to cryengine and the normals was still not…
I mean for stuff like games, you have the skeleton that is bound to the model, that will make it into game. You can still use your preferred modular setup though, except to drive the export skeleton that's what IK/FK setups do, and then you bake the keys down to your export skeleton. Admittedly I haven't done any rigging…
I dont know about XN, but here is max: http://area.autodesk.com/blogs/chris/how_the_3ds_max_scanline_renderer_computes_tangent_and_binormal_vectors_for_normal_mapping and maya: http://download.autodesk.com/us/maya/2010help/index.html?url=Appendix_A_Tangent_and_binormal_vectors.htm,topicNumber=d0e215045 And this may not be…
Have you tried using FBX? I know Maya's OBJ export has a lot of limitations compared to Max, including adding junk data which causes the issue you're running into here. If you try and isolate your mesh down to almost no hierarchy in Maya before exporting it, or at least ensure everything in the hierarchy is named the same…
Forget it guys,solved! xD The previous post about the object space baking in a wrong way was just me setting up wrongly the preview options, about handplane giving me odd resoults I fixed it by exporting the low in .fbx instead of .obj,also activating the "smoothing groups" option in the export,so maybe the cause is that…
If it didn't work as intended, what as the result and what were you aiming for? You could go to the alpha palette and grab the document. Create a new plane (subdivide but don't smooth) and apply the alpha as a displacement map. Then you could use BPR to render AO, or use MultiMap Exporter to export both an AO and cavity…
Thanks bbob, I agree with you now that I look at it. Makes it look too much like a painting. A technical question, does anyone know anyway to export .ase files from Maya2011? Actorx's 2010 plugin doesn't work and they have yet to come out with a 2011 version... I've been sending .objs to my friends to export it for me and…
What pior had to say about starting at the end is really useful, and would be a great time saver. Apart from that, the way I deal with a complex model is to break it up into as many pats as I need for sculpting. The model below is made up of 16 subtools. Im only interested in game models so I have to make a low poly…
The support loops are there to improve the quality of the bake - they force projection angle to be perpendicular to the surface over the most of surface area (if I understood this explanation from EQ correctly): Believe me, I would love not to use any support loops like those - they are extremely irritating to deal with…