Hehe... that's because it's not SMB... it's SBM ( simple binary mesh ) :poly129: so the program was trying to get a mesh exporter that cannot be found :poly139: ( no exporter can process the .SMB extension... the SBM exporter can export .SBM files only, not .SMB ones heheh! ) Better don't put the ".smb" at the final of the…
I am using viewport canvas more and more these days and I was wondering if there is a way to display the bump, or normal maps while painting other maps. I have heard of the xoliulshader but I am gathering it doesn't work well in versions after 3dsmax 2012 which is a bummer because I think it is a great realtime shader.…
Hey guys I'm using the Xoliul Shader and I get these seams. I have not touched baking normals in a while...I do remember when I was in college getting rid of seams using Zbrush. However I don't remember how to do that, plus I remember not being too easy. Do you guys know any easy way or any way at all to get rid of seams?…
Ok basically these black line appear after texturing the mesh and they appear on some parts of the mesh depending on what kind of wear i have on it... Heres picture in marmoset: https://gyazo.com/4f858271fc1e58137acf2664ea017990 after i applied more wear on the edge it got a lot better:…
Hello Guys, I am pretty new to Substance Painter and so far, I really like it. Now I got a problem which I am not able to fix alone. The front side of the mesh is projected on the back side (shown in the picture). I realized that the max frontal distance is producing this problem. My vertex normals look fine to me. I have…
So I'm working on my first attempt at sculpting a high poly in Zbrush and have come across a major issue. When I started I didn't unwrap my mesh first because I didn't know this was the best way to do things. My issue lies in the fact that after I have done a bunch of sculpting I have exported my lowest res mesh as an obj.…
This UV result is the right one Also, stop using Mirror, it's quite buggy and gives you flipped normals. Use Symmetry modifier instead. So: 1)delete half of the mesh 2)UV it 3)Apply symmetry 4)Move UVs 5)Triangulate your mesh by: applying Edit Poly, choosing all vertices and pressing Connect 6)Make a cage using Projection…
this is a problem that I am currently unable to solve completely The only solution was to turn up the texture resolution of the mesh. Below are the assets and bake settings I used problem: it shows up at where the UV seam is at. more visible on 512 resolution 1024 assets: a low poly model with normal splits on hard edges.…
Hi, I'm doing some research on workflow optimizations of real time gfx workflows, and I wanted to share this method to get some opinions. In short, atm, I combine 2 scripts (a 3ds max maxscript and a Photoshop script) to get me started asap in photoshop working on a diffuse map that matches normal map transitions…
I'm learning normal map baking i started from some simple objects and i moved on to something more detailed objects i used arnord and i got something like some weird artifacts.. more clear here this one is from substance painter i don't see anywhere here but when i render in maya that happens first i thought it could be…