looks great! Id really like to see how it runs on a mobile device, Im pretty sure those shaders will not function. Maybe in a few years when udk or unity mobile support matures more.
Is this for a game? If so it's easy. 1. Export all the anims with the base model. 2. Export all the models skinned to the skeleton in the base pose. One file per model. It'll work in both Unreal and Unity.
what depresses me is that there's too much stuff I'm interested in. I'd like to work on my rigging skills. I'd also like to work some more with Unity. Learn more about Unreal 4 :(
its render in unity , and before baking I delete the mirrored part the issue its just on the potoshop added part , I suppose if I make this detail in my high poly the baking would be fine
You dont need to export your photoshop files at all in unity. Just put your psd's in the Assets folder, and dont use transparency, create an 4th channel in photoshop which will be used as the alpha channel.
My best bet would be Unity, it's super lightweight if you want it to be and it's very widely used all around. Otherwise you'll find game-programming skills to easily translate across different engines or languages.
I would plug those textures into your game engine of choice(ue4,unity, toolbag2) not maya. Maya is a bit limited in comparison but there are some good shaders out there eg http://www.kostas.se/category/shaders/
hahahah! Good points, indeed. Hmm. So it might be better to leave mips levels to themselves. Here's hoping the Unity engine (not my preference, btw...) handles LOD efficiently and cleanly. Thanks for the insights, guys.
3dsmax sometimes does some weird things across the line of symmetry even though the normalmap is fine. I find that if you put the same model into udk, unity, or some other engine it will render fine.
If that's the case, is there a way I can author in Maya but also prevent z-fighting? (I know how to prevent z-fighting in Unity: custom z offset. But does Maya gave users a way to do that?)