Unwrap each individual part then attach the objects together in your 3D package at least thats how I do it in 3DS. Then you can open your UV modifier and put all the separate pieces into one UV map. Not sure how to go about it in other software though sorry for my ineptitude :(
you baked in max, so all you have to do is click your mesh in marmo and tell it its from max on the left side you do not need to invert green better believe earthquake, he works at marmoset besides that, scruples might beright as well, did you bake with a projection modifier?
Okay bud maybe this will help... But you need to work on her s-curve from a side perspective, that clavicle isn't natural looking either... She looks off balance and your forms need allot of modifying. drop an image in Zbrush and compare your proportions. http://www.pinterest.com/pin/508695720383396614/…
My intial idea is, compare color A to color B and feed that output to a lerp node which lerps between the unmodified texture and the modified texture(or straight up solid team color). ShaderFX is still quite new to me. But from what I see, when it comes to creating this with the set of nodes available it's clunky.
So this 3D engine I'm using(and I can't change the tech sadly) seems to use lightmaps(just simple 2D dds textures which are mapped to the second UV channel in geometry) in quite a particular way for large chunks of terrain. It seems to read the alpha channel from the lightmap and use it as a multiplier to the lighting…
My problem: After a days of heavy clicking, My thumb, index and middle fingers really hurt. For reference, I've been using LogitechG604. Using it for heavy modelling or animation, hurts like hell. Its not the mouse but my hand so buying another mouse will do me no good I want to modify the mouse to make it better. I know…
First time post for me. I need some help. I'm doing this thatched cottage scene with a few props and I can't shake this lighting issue I've been having on my thatch roof texture. This is what it looks like through 3ds max viewport: This is what it looks like rendered with only default viewport lights, no exposure control,…
Hey guys, I have been working a lot on characters and I feel it time for me to make a proper gun. From being around these forums a little while, I know PC is loaded with knowledgeable people in regards to firearms, so I figured it would be in my best interest to get some help from the start. So yes, I know very little…
Having real problems with skin mod in max. I've done a couple of meshes no problem but my current one is really messing up the arms when i move the biped. The upper arms bend backwards (not the bones just the mesh curving back away from the bone) so it looks like the biceps are bowed backwards. I've checked the vertex…
Hey there! I'll take this time quickly to say hi :) . I'm a new member to Polycount, and also new to 3D :) . I started Uni in September last year majoring in Animation. First time I ever touched a 3D program! I won't count that day with Lightwave when I was 16, that was just a disaster :) . But enough of that! I'm having a…