Thanks you also :) Yes it is nicer if you'd be able to do it in the editor of course but it should be doable in Max Maya also? You can export the position of all other staticmeshes to Max Maya, so you can see the placement of your scene, and then tweak the ground mesh bit by bit in Max Maya? I use an export plugin for Max…
With the height to normal conversion I know there are alternatives I was just curious if anyone knew anything about Photoshop's specific issue. Maybe there was some setting or checkbox somewhere that was on by default and borking the conversion or something. With Adobe integrating as much 3D stuff in PS as they have it…
Our primary community is on Facebook right now, yes. :) If you'd like to participate, you're welcome to create an account specifically to conversate with the community. Our secondary forum is right here, and we have a presence on Reddit at /r/Quixel as well. SUITE doesn't update by itself - you have to click the update…
Ok I got the error figured out (sort of) I noticed when I was exporting my obj I was exporting more than I needed so I unchecked everything except for "smoothing" and that did the trick. I don't know why exporting stuff like groups, materials, and normals was causing this error (my guess is the normals) Thanks for the…
Didn't do that much this week, but I've been working on the blockout meshes and playing with the scale. Will have to work on some floor and wall modular variations, and start planning trims and tileables for them. Also, not sure about how to approach the debris? is it better to simulate it or just make some pieces and then…
Ok so i was looking for a way to reduce the tris count a little more but before doing that i did a test bake to check if everything was ok and unfortunately it is not because i'm getting some weird white and black spots on the mesh after baking the normal maps. I'm using Substance Painter to bake all the maps and i…
For modeling, Modo. Blender is a very balanced package, no one area is completely ignored, but it doesn't really excel in any either. The main modeling advantages Modo has over it are: -Modos workplane is more powerful then Blenders 3D/2D cursor -Selection methods are far more streamlined -modeling tools are more…
I'm not too familiar with Maya so I'm not sure how smoothing group exports work in it, but I did just have a thought. This method would use the "smooth group import" script I linked earlier. Couldn't you batch export your model as separate obj files, and then append them all together in zBrush as you work through smoothing…
You can upload Marmoset Viewer files directly to a web server that you own, IE: your own domain, without file size restrictions. ArtStation's Pro membership includes support for up to 50mb Viewer files as well. It's important to note that the content is compressed when exporting to Viewer, so a 45MB normal map will likely…
I feel like this needs to be clarified a bit, sorry if not. Blender creates materials for every texture applied into a mesh within the UV/Image editor during export. It also exports the actual materials applied to a mesh, in Blenders Material tab. Personally I use the materials as then I can preview stuff nicely with the…