The NMAKER is a tool packge for creating textures in photoshop and use in 3d software in a simple way, quick and agile using it for just 1 click. nMaker is free! http://www.nmaker.com.br
Ah, so you create the second uv set all in UDK? Yeah, it was sort of on a whim; I just search about how to create lightmap uvs in Maya to bring into UDK. Since the tutorial specified to use the uv set editor to create the second uv set instead of the 'create new uv set' toolbox, I gave that a try and that worked. :)
When I use "Automatically create sub-folder at export location" and template file, script fails to copy the template file and uses default spp project. If "Automatically create sub-folder at export location" is unchecked it creates the project from the template. You can test this by creating a template file with IOR…
I've created a few short mini tutorials on how to create welds the cheap and easy way in both blender and zbrush and also how to create tape in blender and marvelous designer. https://youtube.com/playlist?list=PLFQk38vY-wwRG-ahPs-RanfOKLLIMx_N_
The next thing i'm going to create is the tentacles, here's a WIP shot of it. I've decided it will be best just to create one, then I'm going to rig it with bones, then make duplicate copies and afterwards create different poses for each copy I've made.
Is this in the reverse? Create a lowpoly, then use this: http://area.autodesk.com/gdc2011/sculpting?KeepThis=true&TB_iframe=true&height=520&width=840 To create the highpoly base and then create a normal map from this? Interesting or at least this is how this tool can be used, maybe.
I think I'm going to create an Alice in Wonderland themed environment, using those mushrooms scaled up as trees. So to do that, I think I'll re-create my stone material next, then create some rocks and bushes.
i also discovered that even though the materials aren't generated when creating the base, the mask are still created. you just have to create a material manually, then click the little square to the right and choose the corresponding mask for the correct material ID.
One question is how do you create a circular tile texture like the one pic on the left? Is there some photoshop technique to create that? The other question how in the world can you create individual brick height maps from the diffuse brick map like the pics on the right? Do you have you paint all those bricks one at a…
Is there a max polyop macroscript for the action of subobj level selecting x verts and creating a face in the order the selection array is in? As in: Select verts: 1, 2, 3, 4 Create face from v1 > v2 > v3 > v4 > v1 I'm going crazy here with the create face tool. I'd love a script I could bind to my quad. Thanks.