Hi gust i just want preset my portfolio pieces. (i have more complex things but for texture learning i choose some crates) I work with just half of my model in substance painter. Let me know if its just bad idea or if its fine. But i have problem with texture stacking, presentation or exporting. This is how it look like…
Hi everyone, I noticed that if you were to try to remove a UV seam in Painter using the clone tool, the results depend on the resolution setting of the texture set. If I were to use the clone tool when I'm at 512x512, the seams remain pretty obvious. When exported in 515X512, the seams also remain pretty obvious. If I were…
was wondering if there is any way to adjust the position of bones in a skeletal mesh after the mesh is in UDK. want to try out a trick i Seen ND do in there uncharted games which was making environment piece like trees skeletal mesh's with bones skinned onto some tree limbs and roots, than adjusting those bones to make it…
Hi, This seems like something that should be so very simple I am afraid of asking here. But how does one preserve hard edge/soft edges across export and import? Somehow for a simple export of following model, Maya Import will convert all soft edges to hard edges. Sure, it preserves the normal just fine, but I lost all the…
If you need them to be the same vertex count, don't you need the original vertex order too? In my experience that's not so straight forward to copy unless the mesh happens to be a single contiguous surface. Anyway sounds like you'd be better off setting up a morph from the exported, quadrangulated model to a version of…
A few things here: * You can try setting up smoothing group splits where your UVs split, if you do this you'll need to re-export and re-bake the normal map * Make sure you triangulate the mesh on export so quads/ngons have the same triangulation in all apps * In Toolbag, make sure you're using Mikk/XN tangents in the mesh…
Yeah there isn't much of an argument that it isn't a better process, it clearly is better (even if the current advantages are minimal), it's more about how manageable the drawbacks are. Two of the major obstacles you're going to run into are : * Tons of DCC applications do implicit colorspace handling, and if the app…
Yeah I don't think Out of Range takes into account the visible range, it just extends before the first keyframe and after the last keyframe. To get your sequences to loop, just adjust the curves on the first/last keys of each motion. If I recall correctly, you need to set the visible range to one before the end, to get it…
Thanks for the swift reply, MoP. They are grouped for ease of selection (I saved the steps out into their own file), but Max is still having a coronary trying to export the OBJ. At this stage, I'm going to try splitting the object up into several sections, and export them out individually. Max just simply can't seem to…
Still trying to come up with a good workflow from Maya to ZBrush. It's frustrating to say the least. I like being able to export an .obj with multiple objects from maya so that I can block in multiple objects simultaneously in ZBrush but I haven't come up with an efficient method going from ZBrush to Maya. I've tried GoZ…