Hi Maybe some of you can help me. Its about the smoothness slider that does not disappear even thou I have a roughness map in the metallic alpha channel. Furthermore the smoothness slider effects my roughness map - so if the slider does not disappear what value should I set it to, so Unity shows my material in the correct…
You can use Decimation Master before retopology so that whatever program you import it into doesn't have as much data to try and process. Just don't rely on Decimation Master for the retopology itself. Pretty much. There are times when having UVs on the sculpt can be useful, but in general they are not needed. I wouldn't…
Hmm the usual. Limited export options, polycount limit. Dynamics and rendering tab not available as its focused on game art. Comes with some options that make setting up and exporting into Dota a breeze. Possible upgrade path to the full thing in the future. Its a great way to learn and play with the application without…
Y_M: Wow thank you for that image. This whole time I was under the impression that the gate was more stoney then metallic. I was basing that off of the picture at the bottom. Also I really like the way you handled the gate. The problem I was facing was having enough detail in my HP and still being able to export it out to…
you gotta scroll to the bottom, of the tool sub menu, all the way the at bottom it should say export, open that up and turn off GRP. If group on it will export your obj as a ton of little subgroups and its just a huge mess. and di you bake the normal map in maya or in zbrush. also its hard to tell what those errors are, it…
http://www.pixologic.com/docs/index.php/Baking_PolyPainting_into_a_Texture_Map This might help? Not sure, google searched it. Im fairly sure you need to have imported a low poly model with a uvw unwrap applied to the model before hand in your choice of 3D software. Then you can poly paint and export the map with the new…
So the specific channel options are mostly for texture packing. Lets say you are using Substance Painter with the UE4 export option for the textures. Here's how the textures need to be setup Texture Colorspace Material Channel Base ColorsRGBBase ColorNormalNormal (Linear)NormalOcclusionRoughnessMetallic (Blue…
Common approach for current-gen games : concept > basemesh > Zbrush/Mudbox for the organic bits, Max/Maya/whatever for hardsuface SubD > build lowpoly game mesh to conform to highpoly > UV map > Generate normal map and AO map > final colour/normal/spec/gloss etc maps > export to game engine. This is just a basic version.…
Hey @renderhjs Any chance you could have the ID map functionality create vertex colours instead of materials? I often have to bake Zbrush exports together with Blender exports, and while I prefer baking from materials in Painter, Zbrush's polygroup colours make that harder (they're often extremely close to eachother in…
Thanks. The main solution in that situation seemed to come from export options specific to a different software such as pixel values, something that doesn't seem to be adjustable when exporting my substances. Since then I've stripped my texturemaps and rebuilt the material in toolbag 1 by 1 and discovered that it's the…