http://www.nickfarley.co.uk/seam_issue.jpg Hi, I'm making a large rainforest type tree but am having issues with dark seams in the normal map when I import it to UDK. My creation process is - - Low poly in max where I uv map it. - Import to Z brush where I sculpt and polypaint it. Export the polypaint to a texture using…
Hi guys. as the title says my turbo smooth is doing some weird things and i have NO idea why... Maybe these images may help understand more of what is actually happening. Turbo Smooth On Turbo Smooth Off Please help... I got this model from a friend who wants me to work on it so i am unsure what he did to it... Is it…
Hello all, I was wondering if anyone has any experience with the whole export/import from UE4 to 3D Studio Max and back. It appears that exporting the data/entire scene from matinee and importing it into 3D Studio Max works just fine, but it looks like when I export my scene from 3d studio max using fbx 2012 with baked…
well the odd ting abou this is that when i render the normal map in max, I can definitely see that the surface anomolies in the low poly mesh are getting baked in to the normal map output. The normal map output from say zbrush is very smooth looking .. which is what max should be doing.
Problem solved, please delete this thread or whatever is the custom, thank you. The solution? I had messed around with the color map of the diffuse map... disabling it made everything work again. Hello, I made a bright plank material, and put it on the model just to see what the colour would look like and so on. I tried…
Sorry, we are no longer accepting applications for this role. _______________________________ Hey there. We're Feel Free Games, the indie team behind Luma Island. Our next game will be very different but we can’t reveal what it’s about in public yet. To help bring it to life in Unity, we're looking for a super talented VFX…
Max handles polygon specific material settings via MultiSub materials. Faces on the other hand can have material ID's (look in the editPoly or editMesh inspector for that). Those ID's are linked and make out the different materials per polygon. If you select faces in max and drag a material or texture to that face…
My problem is that when I crate normal from selection via nDo2 it gives me result with flipped red channel. Sometimes its really hard to interpret normal map but I hope you will be able to know what I mean: So here is normal. Only part I created with nDo is this indent.This is normal map with CORRECTED NORMAL MAP! With the…
hello everyone im in a bit of confusion , i want to achieve photo realism with my human character , i have sculpted my model and it looks pretty good i have also added the skin detail and im pretty high on subdivs and my model is about 18 mil poly only the head ... but the thing is i cant get that detail ( the skin detail…
So recently i discovered people could easily customize the viewcube textures in Maya and XSI (yeah, i'm 2 years late) http://area.autodesk.com/blogs/graham/hello_world-2 http://www.si-community.com/community/viewtopic.php?f=36&t=986 inspiration : http://www.cubeecraft.com/ well there are a lot of threads about it, where…