For this assignment we have to create a building using modular assets that snap together. Earlier this year I made a game concept titled Spicy Jam so will be recreating one of the environments (the Subway/underground) for this project. I didn't get to make concept art so got advice to pick an existing train station to base…
here's the specifics of what's happened: I am working between 3DS Max 2015 and Mudbox 2015. I modeled a low res model in Max, threw some crappy 3-second UVW unwrap on it, then took it into Mudbox and did my hi-res sculpting. Then I exported the adjusted level-0 low-res model from mudbox back into Max, and did proper good…
You bake out those branch/leaf cards from speedtree - look for the 'export material' button in the file menu. It will capture your viewport and export out the maps you need. The process is a little finicky (though apparently better in SP9), but gives good results. You then feed those textures into materials on your actual…
Np! And you shouldn't bleed anything by hand. You can do it automatically in 3d Coat when you export textures. When you're ready to export a texture, just go to Textures > Export > Diffuse Map > Save the file somewhere and hit 'Yes' when it asks if you want to fill in empty parts of the texture. :) If you don't use 3d…
Thanks for that Joe. It did work in the program but wont export out properly in the viewer: Toolbag: Exported Marmoset viewer: I have the glass as a separate object and have its own material applied in Marmoset. With the refraction setting on however it doesn't ask me for a map at all so I clicked and un-clicked "use…
topogun is still awsome for retopo imo. Then just sort out the details and uv's in maya/max. Xnormal for baking :P so workflow might look like: -export out mid dlvl mesh for ref -retopo in topogun and/or maya/max -touch up verts and whatever else and lay out uvs in maya/max -export low poly, export high poly from zb too…
Ok It works if i do select all, but this makes it hard for me to use the block out as a placeholder for individual models :L. Anyone know how i can export single bsp meshes? This is what it does when i do export all: I would prefer each piece to be moveable, so I can refine the blockout in max but since the single exports…
I would like to know that if I make animation in Maya that is based only on deformers, for example bend, how i can bake the bend animation to keyframes. I have tried just to export and bake the animation fbx export plugin but it doesn't work. If i animate rotations and transforms of the object those will export nicely but…
What I'll do usually is use xNormal. Export out the low poly and UV map that, take high poly and export that out as well but don't touch that after you export it. Once the low is UV'd, then take both OBJ's and bring them into xNormal and get your normals from there! Plus AO Map if need be as well. That's the workflow I…
oh so That´s great news!:) I thought that polypaint can´t be exported at all (that´s why i freaked out with projection) and I use other programs but Xnormal. but.. now I found out that export is done by exporting every single subtool and their textures for import into xnormal. [ame="…