Turns out I really need a combination of Unfold + Straighten UV + Straighten UV Border to get an optimal result: Though I am not able to make that one last shell straight without causing some texture problems. I guess this is the compromise you mentioned, @musashidan Scrape that, solved as well!
Hey, I just want to change my background image in the "Unwrap UVW" Editor. Normaly I just go in the upper right corner, click pick texture, select bitmap and than my map on my pc. Right now it always looks like this: I also tried different formats like .tga .jpg .png and set 3ds max to default settings but nothing helped.…
Hey guys, Having some issues with Ddo 1.8. Working on a project and this has happened a couple of times now where I'll be looking at my model and all the sudden the spec and normals for some of my materials is gone. All the layers for the Albedo will be there, but when I switch to gloss or any map for that matter, half the…
Hi all, forgive this dumb question, but I can't figure it out - How do you export maps from DDO in the Suite? Do I just use the maps that are in the "preview" folder that gets created with the project? When I open the Exporter, all it does is save out some PSDs. I'm using UE4, and experimenting with both the regular and…
Hello all, This problem of mine has been going off for a while now when just making simple IDs for my models, It keeps leaving some out. I'm getting tired of it and would like to try find the answer. Result Source I've search time and time again for an answer to no avail! Any help here will be greatly received.…
Hi, I'm trying to replicate the "crease+hard edge" look from blender into maya. But am getting stuck on the harden edge. As you can see the orange edgeloop is creased and hardened, but it doesn't smooth out in subdiv like it would do in blender. And to be clear, I don't want a bevel. I want a super sharp hard edge smoothed…
I'm working on a DDO project using the UDK calibration, so the normal map's Y is inverted. I feed the DDO project a +Y normal map from xnormal and NDO, and it does invert it. However when I preview my project in 3DO I've noticed that the previewer seems to be expecting a +Y normal map instead of -Y because the normals…
Hi, Is it possible to set 1 UV tile for 1 meter measurement in real world? All the references point out to texel density but I am not after the texel density but rather the real world measurement of 1 meter having a 1 UV tile. Is there a way around this? Thank you for looking at the problem.
Hi guys, Doing some tests in Zbrush this week and I ran into an issue. When I export my depth map from Zbrush it wont tile as the lighting is different on the edges of the texture. I have done this several times already and its worked in the past. Can anyone let me know what im doing wrong. Here is my rendered texture in…
Hi Swan, Your explanation is quite clear, my apologies for the late reply (been swamped). I am stumped as to what might be causing this for you. I'm wondering if there might be some real-time protection system blocking certain parts of DDO (since you also cannot use the color picker, which is the first time this has been…