any chance to get a date or rough estimate for when new information might be available regarding a time frame for bugfixes aka 1.9 of quixel suite? @ken0y I did setup my ndo maps in photoshop too but figured that sketchup had the better line drawing toolset and I could basically also draw on the object itself which is less…
@ivars, Theres my normals (the unwrap includes the beanie if you're wondering why it looks like a lot of wasted space) @EarthQuake and kodde, I'm 100% sure I used the same low poly mesh I exported into Mudbox and it's stayed untouched, so I don't think its that unless I've done something wrong :S When I export I'm making…
Problem with placing a texture on the mesh though is that if you go to render the object to image or place them in a game or real time application then you have to worry about taking the extra step of swapping maps upon render or export. If you aren't relying on the vertex coloring of the mesh for your application then by…
I know exactly the problem you're having oX - and you can get round it by scaling up the tool. If you're worried about it being off-scale when you export it try this : before scaling up store the lowest level division as a morph target, or export it out. When you're done with your tweaks, reimport the low level mesh you…
What app, what engine? Pics would help, if you can, especially of the bones and the mesh deforming oddly if that is the issue. Possible solutions: - Could be a triangulation issue? If you are working in quads or have polys with more then 2 tris then you should check the flow of the invisible edges. Fixes are app/engine…
I don't worry about snapping the mirrored UV pieces back... they're still mapped correctly as long as they were offset in whole units. Textures tile by default, right? I learned the differences between the way programs render each others' normalmaps are because normalmaps rely on more than just their pixels. The real-time…
I hadn't intended the mesh to have an opening mouth since this was an exercise for Unreal Tournament. But since you asked...! Speaking of texture maps, I need some help figuring out how to get a texture map put together. I have the UVMaps laid out for this in Maya but haven't yet found out how to make a map from it. What I…
The core difference MOI3d vs 3d max and such is vertex normals . MOI3d exports usually perfectly shaded model with all vertex noramls "explisit" in 3d max terms. Max does the shading by smooth groups and proper edge flow that drives vertex normals automatically. When you want to make extra edits of MOI exported model in…
Thanks for your time I am facing a problem now with my Xnormal where baking my normal maps and curvature maps had artifacts on them so I decided to take a look at the model and see if there was any manifold geometry I had missed out surprisingly there where none so I went over to check the face normal direction and it…
I have a character which had xgen eyebrows and eyelashes. The mesh has about 250 blendshapes for facial animation. I wanted to transfer this to UE4 and I did that by transferring the mesh with blendshapes to UE4. And the xgen hair as alembic. Turns out UE4 doesn't support alembic hair animation (or simulation) if the…