Dohohoho, I merged the hair and the helmet today and created a 512x512 texture map for the whole mesh, it still has some messy seems and awkward spots I need to clean up. The model comes in at 2010 polygons which is a little too many for the TF2 workshop. *cricket* *cricket* Anyway I'll keep working.
Thanks for the input so far. When I import two different objects that share a UVmap/texture, they come in as two different sub-objects (which I want), but also using two different surface materials (which I don't want). And I can't seem to be able to merge two Surface Materials...
did you add your highpoly mesh to the projection modifier? the 2 tone texture you get in max when rendering kind of suggests there is something wrong with your lighting or rendering settings. I'd suggest you create a completely new document, merge just your models in to that document and try bake again.
This is where I went with my LC weapon. I think this is my best work by far. This ia only the color map I am triying to learn about cavity and other maps as well as learn how to merge them into an awesomeness. I still need to do lod1 by hand. Feel free to feedback.
This is where I went with my LC weapon. I think this is my best work by far. This ia only the color map I am triying to learn about cavity and other maps as well as learn how to merge them into an awesomeness. I still need to do lod1 by hand. Feel free to feedback.
Thanks! I have work a bit more on this water simulation https://www.youtube.com/watch?v=FEm3PPPPfJQ 3/4 top: https://www.youtube.com/watch?v=DYUpmdpfGiM It's begin to work like I want. Now I have to merge this with my rigid body simulation and add a lot more particles with a replicator.
How about any news on the particle creation tool that was mentioned a while back? "Thanks for the feedback, the particles can be created with an external particle creation tool that will be freely available to everyone, more on that soon." -Jerc Jun 30, 1:01pm…
@Sanislov and @The Lone Penguin. That helped out a lot. and the holes on the end from being wonky. I have a question though. I am in maya and I am collapsing edges and merging verts, but some of my faces are looking like they are now in different smoothing groups. How do I prevent that from happening?
hmm, If crazy bump gives me AO maps from normals I might finally get around to buying it! I'll try merging the AO from the floaters and the base in photoshop as well though. Thanks for the help guys! I'll post results later today when I have some time to finish it.
Made a quick polypaint to use it later in quixel as material colors :) and the right one is inside marmoset I merged the parts so I can build the lp around it :) I will use a mix of 3D Coat and 3ds Max. That for now. I try my best to post some new Wip´s tomorrow !