Incorrect. I was actually using the stamp is just now shown in that screenshot. The problem still is that the brush,Stamp,stencil repeat itself in a clockwise patten for no reasons. As you can see is doing it only on the "Viking stone" obj. Quadded (Quad Draw) mesh that I made in maya 2018 (No pic to shown because "* You…
@Fefs Well, bigger texture map means you can put more details on it. That translates to ability to view the model close up without texture turning all pixelated crap. In production, you can just pass the cage along with the rest of the files to the team. So, save the cage as a separated obj file. @skodone I think so. Do…
Ahh! Okay, will this work with UVs? I'm having a little difficulty getting my head around that. If I set my mat ID on certain polys in Max to be ID 2, will that information carry across to unity in an obj or fbx? Thanks for such a swift reply! As much as anyone would hate to repeat work they've literally just done the end…
your cage mesh looks the same size, when you add a projection modifier you need to put a value in the "push" field for it to expand further then the mesh. You need to export the cage mesh from max as an .obj. Then in xnormal under Lowpoly option select import cage and attach the file. Try baking in max to see what happens.…
Hi, this usually happens when you extract /detach polygons. Not sure why it happens, and deleting the history does not help, nor does closing and restarting maya. To get around the problem: 1. create a new poly object 2. combine the new object to the one with scaling issues 3. separate the two objects again. This usually…
Isn't that an issue with baking? xNormal sometimes does this. Does it work in other engines? Is it visible in baked map? If not, changing export settings, or exporting different format (.obj, .fbx) usually helps. You can also bake Object space and then convert it to tangent space and that seems to get rid of that issue as…
Using one giant piece of mesh is acceptable but expensive. You might also run into culling issues (it will pop in and out of existence) based off the pivot location. Try exporting your terrain as an obj or fbx and tracing it in Maya or Max. You can also split the road into modular pieces and lay them out based off the same…
The model is a Jackalope-Raccoon headdress to be worn by a Falcon. It was a neat little concept I sketched at work, but then I realized fur and feathers are not the best intro to sculpting. But I still went with it anyway just to feel things out. It's only the antler and the area around it, and some of the useless geometry…
Hi, ok thanks for the info. So when you have a big landscape you could export it as OBJ and then use meslab to optimize it.. then re-import it back. Can you then still edit the landscape. Guess its mesh then. So it speeds upo render time using lightmass? Is there any info on this online? How did you workout how much…
So I have noticed some improvments. OBJ files import much faster. Converting a large amount of objects to edit poly is much faster. I can see both blue and green vertices in Skin Mirror mode. (Usually thew blue side was always invisible.) But actual viewport interaction is slow when running Nitrous. And about the same as…