Thanks for the clarification! Like I said, very new to all of this so I'm not even sure how to generate those maps but I think it can be done when exporting from 3D-Coat. And it wasn't exactly assigning chunks of the model a value, I just used smart materials in 3D-Coat and with those materials you can assign…
Hey, I'm using ver 1.8. What I mean by reduced resolution is the working resolution in the base creator panel. Issue #1 When I set the work resolution percentage low and then use the export function it saves out the working res rather than the full res. Issue #2 When I hit the export button it brings up the photoshop save…
@JimmyRustler nice look, the Holding system is awesome. I just wanna mention some simple: motorcycle helmets are for protecting the head, is it a fighting protecting or maybe for expansions on very hot or very cool areas. if you think if need to have an owe air system maybe look in space invention suits. @JordanLeighYOur…
Exploding the mesh essentially means separating all the mesh elements, both high&low poly together,(in world space in your 3Dapp) that would interfere with eachother's bakes. So as rays are cast there won't be a problem with adjacent meshes projecting onto one another. The process would be to select each element(high/low…
@ lospri -- I've been taking my sweet time w/ this outside of work and on the weekends.. a solid 2 months I think on everything.. or round the time the new expansion was announced.. my base mesh took maybe a week for me to get everything in order-- I started w/ the figure first, then exported the lowest sub division to…
It is a major problem for mobile and a considerable weakness in the engine and toolset. There is no build in merge tool or such, even while studios like PCF I believe do have this functionality. We aim for about 100 to 200 drawcalls max in view on mobile. Latest mobile devices can take up to 400 or 500 quite ok dependent…
This is in a nutshell the one huge problem with Zbrush. The program is awesome on all accounts but perspective perception is just flawed in it (even in P mode) and the surface reading of materials is odd with either matcaps and regular materials. The forms just don't "wrap" like they should. It's quite hard to pin point…
Alberto: I'm doing both the inside and the outside. Contrails: Chimney is a good idea! I hadn't planned for one but it will add to the silhouette. Daniel: Doh! That makes so much more sense. Don't know why I made it go up in the middle *bangs head on table* Polygon: Good idea. I've increased the size of the lattice now.…
Thank you for your messages, but now the question is: how can you automate the texturing process with new dDo? I mean, with the old one we built a pipeline with this workflow that was VERY effective: Pre-production: - the team defines a list of materials that will be useful for the production - a tech artist sets up a Maya…
Hello, I posted this in the tech talk forum but haven't received a reply so I figured I would move it over here to try again. I am working on the pipe organ and I baked out an AO using xnormal. I am having an issue where I'm losing my smoothing groups from 3ds max when I export it as an obj using guruware obj exporter…