Yeah, never really experimented with the liquify tool aside from the default stuff and changing brush size and strength. Definitely something I will mess around with in the future. Thanks for that Turoid. -caseyjones
export 2d view in the export settings. I cant remember if you can export the various channels using that method on the default shader - we use custom shaders for that sort of thing at the office
This is super cute! Looks very much like the bravely default art style, good job! My only critique; It looks like Clouds bandage on his arm is glowing, not sure if that's intentional.
Ah, I see. I was max needed delays in key presses to register what I was doing. my macro key board didnt use delays by default. And I was in editable poly.
It's nothing that complicated.Import your obj and apply a split modifier, with split by sharp edges.That seems to work to me.It doesn't shows the hard edges by default after import, you gotta apply that mod.
Thanks. Just be aware that if you don't have FlatIron, it renders some errors. But it can definitly be used without FlatIron if the default packing is good enough for you. Because it already packs the selection.
Max and Unreal both use -y. Mudbox, by default has it set to +y for Maya compatibility. Just change the "compatibility" setting to 3ds Max in the "Normal Map Output" settings for the extraction in Mudbox.
Razielim: Try pressing "Ctrl + Q", this toggles the BSP visibility, maybe you've accidentally disabled it? The default skies are at Engine -> Content -> MapTemplates -> Sky, at least in my version. I hope this helps!
Optimization is usually happening with manually removing all the edged that doesn't change the silhouette. Or with creating a new "optimized by default" mesh. The most of the optimizer scripts would also mess up your uvs.
Thanks for the explanation. I haven't made any modifications to the profiles, so I'm assuming it's just the default one. And I have mainly been using Toolbag 2 to view my models.