I did exactly as mentioned at the starting of the thread. But the normal map came out as if the entire low poly and high poly were baked together.Not in passes. Here is what i did: 1)Exported all high and low poly as .OBJ format in a directory with suffix "hi_xx" for high poly and "lo_xx" for the corresponding low poly.…
I think a good way to start the discussion about game content creation would be to look at the most basic game texturing needs first. That is to say : in Mari, how straightforward is it to just load an OBJ and start painting straight away ? I am not even talking about complex materials with bump and specular, or advanced…
Nice scripts! I'll be checking out the VertMatch, UVMatch and BakeShifter the next chance I get. I don't know if you're looking for suggestions or requests but for vertMatch it would be great if it also made the vertex numbering (vertex index?) match also =D That way if you had identical meshes but they had different vert…
Marmoset's easy-peasy. Save your model as an OBJ and your textures as TGAs Open Marmoset Click on Material Editor Under the File tab click Open Mesh to browse for your OBJ and open it Click on the Mat tab and select Phong Environment (since this is a world model and not a character) Use the Diffuse Map, Normal Map and…
Nice man. I will say that instead of using $ , you should use local Obj = selection[1] or whatever you want to call Obj. This is because of how max handles instances. If you consciously or unconsciously have an object + an instance of that object selected, the modifier additions can get multiplied when added. Or if not…
ok so i got it down to 1813, your original was 2949. basically what i did was get rid of your built in windows. i recreated a single poly behind them. and just had them push through as a floater. i also redid the top of the tower itself, the bars are thin enough they can be done with an alpha when you texture it. same with…
[ QUOTE ] some feedback i received mentioned i should do i quick rig to see how it would animate,neverv attempted rigging and will give it a go not sure which is easier to do in max bones or physique but first off i really need to concentrate on getting the modelling part correct 1st. [/ QUOTE ] You can take your modeling…
I've been tweaking a model I'm working on and wound up with the "mesh has vertex UV indices but the count is not the same..." error in xNormal. I understand what the problem is, but I don't know where it the problem resides or how to efficiently solve it. This is also happening on older model I made that I recently went…
I'm having trouble with Zbrush multi map exporter. Im a bit new to zbrush. I have a very simple stone floor made in maya and UVs laid out, 8 tris, which I subdivided up and applied a tileable set of... stone tile detail to. All fine so far. I drop down to the lowest div, reimport my .obj (just to make sure), go to the…
3D model of Old Metal Oil Lamp(polygons-10437, vertices-11086), ready to be used in Games and Films. Available here : http://cbr.sh/alwaju And here : https://www.cgtrader.com/3d-models/a...metal-oil-lamp Files list when buying this 3D Model : FBX 2015 file in .fbx, Wavefront OBJ file in .obj, Autodesk Maya 2017 scene…