Playing around with my Photoshop file, I did notice as well that my Root/Gradient bakes were having no effect with my ID bakes enabled. I've adjusted a few things and got them working with everything again, so this time the roots should be a bit darker than they were before. The other question is - when overlaying my AO…
Looks like you got a skylight and light tracer enabled in there, which would completely kill the normals and add a second pass of AO :x As for the black dots, it could have to do with the multisampling, disabling this will usually get rid of these black dots when baking and rendering. However! Disabling the multisampler…
Thanks man :) The cloth I did using an Ncloth simulation in Maya. I set up the sim, then enabled interactive playback so I could throw the cloth around a bit in real time, and get some folds going. Froze the mesh once I had it how I liked, and retopo'd, then baked. The tire marks are done using the CryEngine road tool, so…
I can see the maps have noise in them, which you don't want. What settings do you use inside 3ds max? Enabling antialiasing, supersampling would probably get rid of the noise, although they would take a lot longer to render. Also I can't remember the optimal settings for 3Ds max. Personally I use xNormal or Substance…
Are you exporting to FBX or dropping Maya files into Unity? Install free 'FBX Review' program. It will enable you to play animation and check whether your animation got written into the FBX file at start (Unity does it internally with Maya files anyway)... as a different sanity check, export and import an FBX file with…
Hello there! Just find the aswer!!! Thanks a lot to King Mango and Chris Albeluhn! On the DECAL MATERIAL put the Blend Mode to BLEND_MASKED And In D3D11 > Enable USE IMAGE BASED REFLECTION. Then rebuild the light in Production quality. I just attached a picture to show it better!!!…
hey ho! I've finished version 0.55 which supports some important features and bugfixes. changes since v0.53 - LitSphere support - all major texture slots can be disabled/enabled - normalmap red and green channel can be inverted - added technique for 1 light/pass support - choose this if you're using the shader with the…
.obj or .fbx doesn't matter - it's the same mesh data inside of Unity regardless of the format Unity gets the data from. But ensure you're only importing just the information you need in the mesh import settings. Disable animation import if you don't need it, enable mesh compression, disable normals/tangents/uv2 if you're…
Yeah that is pretty odd! So you have lighting enabled in the view bar? Try disabling it? What is your graphics card and are it's drivers up to date? Also are you in DX or OpenGL? If you're on Nvidia you should probably be using OpenGL Core Profile, with AMD you might find better luck on DirectX. As you probably know…
I do have bake animations enabled, and if I try to export the rig as well, Maya crashes. Whenever I export though, I get this warning message. "243 attributes had complex animation. Complex animation was exported as baked curves. (29160 evaluations done)" I'm guessing this might be the issue, but I have no idea how to fix…