Hey guys. I have a model that i am trying to texture. I have baked out all of my maps, and unwrapped all of the objects. I have checked all of the proper checkboxes and followed the Blender to Quixel Suite tutorial, but when I go to import it throws the following error: I also had an issue where the app wouldn't open any…
My biggest question is how does the lowest detail object have the same UVs as the main object? Do you lay out UVs on the original and then duplicate the object and remove edge loops etc to create the next LOD and so on? This may be pretty simple but I just have no experience in creating them.
I can't seem to find a way to do this. I want to bring in quad mesh in, do some minor sculpting on it, and export as the same topology with the same UV's. I can import a mesh with quads and UV's as a paint object, but to get a paint object to sculpt room or too retopo room and then to sculpt room it always seems to get…
Hello ! This is my first creating a thread in this forum section,long-time lurking i was :D I have started working with the mia_roundcorners shader in Maya to prototype some quick modeling workflows using it.Everything seems to be working when it comes to creating shapes and applying the shader on them,but things get…
I just tried it but it doesn't work, when i minipulate the object itself it follows. But when i keyfram the object the outline stays where it is. I have tried the same thing in maya 2014 and apperently it does follow the keyframed object there.
Painter splits objects up by material so any exported objects that share a material will be baked to the same texture. There's no need to combine meshes etc. for any of this - you can unwrap multiple objects together in Maya
Yeah AO is not a real world thing. AO is a rendering hack we use because realistic lighting is far too expensive to render in real time. The ideal use for AO is to be used in a shader that multiplies on the ambient light as Farfarer notes. In Toolbag 3, the AO slot multiplies on the ambient (image based lighting) diffuse…
Hey, what about few id mats on object? Like I have 3 different tilling textures on my object (for isntance, wood, bricks, concrete). I assume i would export object with seperate meshes (no problem with that), but will 2.0 handle this?
could you try to export the object as obj and reimport back... i had some corrupted objects in the past and was able to repair them this way... an other trick would be to use an alembic GPU cache as live object.... cache --> GPU cache --> export...
AFAIK, Max displays the Objects Color in the UV Wireframe, to make i easier to distiguish betwenn different Objects when using one Unwrap Modifier for multiple objects (since Max2010 methinks). If changing that doesn't work, ther might be an option in the 'Options' ;)