No it doesn't. I think that works, however it asks me to go into 16bit and normalize map... But I can say no ant it creates it. However when I put it on my material in maya and export when in cryengine it doesn't appear in my material when I manually put it on, I get this in the console. File not found…
I'll be making a video tutorial regarding that tomorrow or a day after. The tutorial will feature : Maya/3dcoat/Xnormal/Mubox/Meshlab/UDK/Cryengine. To summaries the tutorial : Some base rock models will be sculpted in mudbox (can also be done in 3dcoat) Then I'll export those basic rock models from mudbox to 3dcoat where…
The red line points to the world origin which corresponds to the world origin in 3dsmax. They do that so you know when the root is offset from 0,0,0. Most people move the root of the skeleton hierarchy to 0,0,0 before export. If you had an animation for the flag skeleton you could "enable root motion" or "force root lock"…
By UVs aligned I mean the UVs are laid out on the base mesh that is going to be sculpted. Then after sculpting this base mesh is retopologized but the UVs are untouched. So it's a different number and translation of verts, but the UV shells are roughly aligned. I've resorted to exporting the Sub Div 0 into Maya as an FBX…
Thanks, EarthQuake! I have another question regarding moving into sculpting. I haven't laid out the UVs on this guy yet, because I'm unsure how I should do them. I've read several workflows, but I'm still grappling with understanding how many times I'm gonna be laying out UVs, I've never retoplogized...ugh, it's just…
That could be for a few reasons. 1) If there are normal maps and you break a welded surface it will cause the normals to recalculate making the normal map invalid. It usually doesn't go all black, you just get weird seams. 2) Usually when it goes all black max has incorrectly calculated the shading normals or smoothing…
Yeah, this is sort of by design. You can make it look a bit better in the viewport by setting the resolution to 2:1 (double) in the render tab. The basic reason it looks crappy in the viewport is for performance, we multi-sample it when you export an image to significantly improve the image quality. You can up your export…
That's the really great thing about XNormal, you listen, and put in features like a mad man! I really do love it and its crazy awesome for making normal maps. But I can't use it at work. Just to expand on my max AO work flow (to help you make XNormal more kick ass). - I like to place dominant lights, like if I know an…
looks nice! tone down the chest if you can. a bit over the top. don't get me wrong... i'm a boob man, but if you want serious employers to take it seriously... tone down the boobs :\ tone down the neck so it doesn't feel as strained as it comes into the clavicle. make it feel nice and smooth and round up until right before…
Hmmm maybe you should understand first what is triangle_strip method : - http://en.wikipedia.org/wiki/Triangle_strip And then how we are create a model with GL_TRIANGLE_STRIP method in openGL : - http://www.falloutsoftware.com/tutorials/gl/gl3.htm (Method is same with QUAD_STRIP) To make it short and easier to understand :…