Not sure, doesn't sound like you are doing anything out of the ordinary. Maybe something changed in a recent build of Blender? One check you can make is to try Blenders own 'Export UV Layout' from the same menu and see if that renders the object colors or not. If it doesn't then something has changed in blender and this…
End goal: to use the skeleton to add muscles for anatomy study (almost like an echorche sculpt). I want to try this workflow to see if it would speed up my process of sculpting. I feel like it would force me to only work on the major forms before I am able to work on surface level/micro details. I find myself sculpting in…
Thanks I will get into Shaders and modifying them when possible (After creating all the +1000 roads in 3DsMax) I have a related question,too. Look at this awesome realistic road of GTA V: There are fractures, shiny surfaces and also matte surfaces. I searched the net for how to add those particles to road for Unity3D and I…
No, it doesn't, most important thing in baking is proper setup of cage, smoothing groups and eventually blockers if you are using xNormal for bakes. "Cage" enables you to control where ray tracing algorithm starts search so you can avoid geometry intersections and by using that cage encompass geometry that is protruding…
Looks like surface mounted mini-USB ports. If your going to try and re-solder these your self then you should unscrew your tablet and check the damage on the PCB. When surface mounted ports like this get ripped off, they can have a nasty habit of pulling up the metal tracks on the circuit board with them. But if the break…
Thanks GRATOR! This is really just a study in complex hard surface modeling for me. I hadn't done a lot of hard surface stuff recently and felt like I needed some practice, but didn't want to do a car or mech. As for what type of retopology and textures Im gonna do. Right now I'm planing to go really highrez with the…
Still kinda confused about this :P Part of me is thinking to remove all non-silhouette lines from the high poly and just use that in-game at somewhere near 500 faces (by cutting the 36 sides of the high to 18 as well as taking off the extra lines on flat surfaces) and just use the normal map for surface details and making…
As long as your topology is good, adding or removing loops is an easy job. However i would advise against collapsing the stack AFTER turbosmooth... keep it all low poly with turbosmooth on top. hard surface ubdivision modelling has to do a bit with experience... you'll figure out what works and what doesnt. If you wanna…
All very good points, and you can get the jist from the above posts. For me, its all about - The Focus. If your playing a game like MW2, you would normal ma detail in and fake curved surfaces with normal maps etc. If your main focus is the car or plane, then nice smooth geometry is the way to go. I have tried baking…
At that stage where I have a strong idea about anatomy and proportions and the Human form- I recognise there is still a long way to go, but I also recognise I have come a long way. I feel that form has been firmly established and time to get surface detail down: wrinkles, folds, ear curves etc. Aimed to get the face…