Are you working with Texture Projects in Toolbag, or is this a concern related to baking? Assuming this is a Texture Project export issue: How it works currently is if you set your export resolution (Size in Export Settings), it will composite the textures at that resolution. If your input map and/or Project Resolution…
Hey, I keep a 32bit version of Maya around for some plugins that only work on 32bit. Recently however, it has started giving me a fatal error on startup once the main window loads. Looking at the crashlog it seems that a nvd3d9wrap.dll is causing the issue, all I've found on the problem is gamers saying that it's causing…
2 x2048 maps sounds very good to handle a complete character. If you compare to for example Final Fantasy characters, as Lightning, they have 3 or 4 1024 maps. I personally always layout my UVs according to the material that the objects in the layout are going to have. It makes it easier later. But obviously you always run…
OBlast, it all depends how nicely the sbm and obj were exported in the first place. If I understand correctly SBM can potentially store EVERYTHING needed. Normals, Tangents, and maybe other things I am not familiar with. Kindof like an ultimate 3D format. OBJ I am not sure, it *might* not export tangents at all. I think…
Class 13 is a custom format we have here at work. The new snippet you sent works a treat! Thank you very much for helping me out man, sorry to pull you from your LoL game :P Here's the final script in case anyone wants to use it (you will have to change the exporter plugin class) To see the list of classes you have type…
Hi! It looks like some modifiers were carelessly applied to this mesh before, or it was exported from somewhere, so it has some issues at the moment: - your beveled edge is not only marked as Sharp, it's actually ripped - you can see this in Edit Mode if you try to select and move a vertex there. You'd need to select all…
"Without it, dark edges around the hole were visible on the normal map." Just for the record, the normal map should show color changes (if there is smoothing to counteract). Obviously, it has an easier job when the smoothing is more uniform. The mesh you use for baking (generally) should be the mesh you export, at least in…
hi Joe, I am having some issues with exporting a certain file with 4 x 4k, 2 x 2k, 1 x 1k textures. it works fine at "high" texture quality, but at "unreasonable" only one of the 4k textures show up in the viewer. rest of the materials have no textures at all and the model looks like it has inverted vertex normals or…
Your third method should be the way to do it. From the information you gave I can't see why that wouldn't work. Couple of things to try: - With your method 3 (animation baked to joints) you're using "Export Selecion" then ensure "Input Connections" export option is checked. - Try instead of deleting your rig just select…
Hey there, any idea how I can fix these seam issues inside Marmoset? This is how my current workflow works. * Export OBJ from ZBrush as Quad with "Mgr" On and "Grp" Off. * Import OBJ into Maya, create custom Cage, Export Custom Cage as OBJ. * Substance Painter New Project: OBJ (exported from ZBrush) with "Compute tangent…