Hey, I'm using ZBrush 4R2, and cannot for the life of me get it to export a proper Ambient Occlusion map. I'm using the Multi-Map exporter, and telling it to only export Ambient Occlusion. However it doesn't seem to matter what settings i use, i always get this type of result:…
here's the specifics of what's happened: I am working between 3DS Max 2015 and Mudbox 2015. I modeled a low res model in Max, threw some crappy 3-second UVW unwrap on it, then took it into Mudbox and did my hi-res sculpting. Then I exported the adjusted level-0 low-res model from mudbox back into Max, and did proper good…
You bake out those branch/leaf cards from speedtree - look for the 'export material' button in the file menu. It will capture your viewport and export out the maps you need. The process is a little finicky (though apparently better in SP9), but gives good results. You then feed those textures into materials on your actual…
I am trying to do a sort of grand comeback to Photoshop. Blowing dust off my sub I am still paying because of old habit. Chat GPT script writing + Photoshop event listener made it super capable again. Chat made me super helpful one click "crop from master file and export material channels from layercomps " script working…
Trailer - Superhive - Gumroad - Artstation Easy but complete management of all scene lights from your N-Panel. Giving you quick access to useful settings at your fingertips. * Camera & Surface Alignment * Color & Temperature Control * Custom Falloff Curve * IES Support Allowing you to quickly and interactively place and…
Np! And you shouldn't bleed anything by hand. You can do it automatically in 3d Coat when you export textures. When you're ready to export a texture, just go to Textures > Export > Diffuse Map > Save the file somewhere and hit 'Yes' when it asks if you want to fill in empty parts of the texture. :) If you don't use 3d…
Thanks for that Joe. It did work in the program but wont export out properly in the viewer: Toolbag: Exported Marmoset viewer: I have the glass as a separate object and have its own material applied in Marmoset. With the refraction setting on however it doesn't ask me for a map at all so I clicked and un-clicked "use…
topogun is still awsome for retopo imo. Then just sort out the details and uv's in maya/max. Xnormal for baking :P so workflow might look like: -export out mid dlvl mesh for ref -retopo in topogun and/or maya/max -touch up verts and whatever else and lay out uvs in maya/max -export low poly, export high poly from zb too…
Ok It works if i do select all, but this makes it hard for me to use the block out as a placeholder for individual models :L. Anyone know how i can export single bsp meshes? This is what it does when i do export all: I would prefer each piece to be moveable, so I can refine the blockout in max but since the single exports…
I would like to know that if I make animation in Maya that is based only on deformers, for example bend, how i can bake the bend animation to keyframes. I have tried just to export and bake the animation fbx export plugin but it doesn't work. If i animate rotations and transforms of the object those will export nicely but…