Hello all. I'm trying to export the diffuse texture from an object I have in Maya, but I cannot for the life of me find a simple way to do this. I cannot find a simple "export texture" button. I've tried baking the texture onto the duplicated object, but Maya crashes when I bake diffuse at 2k and above. The simplest…
I have a question about this tutorial http://www.citiesxl.com/index.php?/content/view/36/2/lang,en/ I've figured out how this artist went about most of the texturing (tiling,channels,etc). The one techinque I couldnt figure out was the normal mapping process. How did he know where to properly place those HP objects like…
Hi I have had this problem ever since i can remember, and i never found a fix for it. Now i want to start using mental ray again to start rendering high-poly vegetation but once again the black pixels i get around my diffuse ruins it. Does anyone know of a fix? As for pictures, i'm to lazy to upload one. Just picture this…
Currently working on a pistol from the old '80 anime, Saber Rider. Done the highpoly and now getting the UV settled (has some annoying normals issues, as always). Triangle count is at 773 at the moment, hopefully I won't need to touch that anymore. Will be working on the diffuse texture next, and fixing the normal map,…
Hi All I have a large scene with 60+ shaders in maya that i`d like to export in to Unity, they have diffuse, normal and specular maps assigned to blinn shaders. When I import the fbx files in Unity only the diffuse textures are automatically coming across into Unity as materials,although the other textures are brought in…
hey everyone, I've got a pretty daunting task ahead of me. I'm trying to bake the diffuse map of on model onto another model. Both models are the same poly count, but one is uv mapped. (automatically uv mapped). I'm going thru Transfer maps and after I initiate the bake the diffuse map that comes out is incredibly white,…
I am having a difficult time getting the skin tone that I want; I would like for it to be a pale, somewhat desaturated skin tone. Would I achieve this by having the diffuse a normal saturated skin tone and then working with the lighting to get the desaturated skin tone or have the diffuse map desaturated? Or is there…
Thanks for advice! One thing that was bugging me, though, is xNormal AO/Normals bake quality. I've fiddled with ray distance settings a lot, but artifacts persisted no matter the values (clipped sides in cracks and other problems like that). And even putting that aside, the maps that were rendered by xNormal featured areas…
Grass? It's not worth the time and headache to make it useable. Even if you blue screen it. The diffuse coloring isn't all that complex so you aren't saving any time there. So then its the arrangement of the grass that you're trying to save and at that point you can randomly generate the same patterns pretty quickly. Hair…
ey, I've not been able to put a whole lot of work into this project lately due to a combination of driving lessons, and the end of this school year (which unfortunately includes exams,exams and more exams) but if all goes well I should have a nice 6 weeks of summer freedomn after that. If anyone is wondering I am not…