I cant bake the color(diffuse); because the polys with a transparent leaf texture applied, occlude/overlap each-other. It is the same situation as _kratos's. However, unlike kratos, i cannot use his solution because i am not rendering a flat texture, but baking a highpoly mesh to lowpoly mesh. I need to be able to bake…
Everything that's in your 3DSMax scene will get exported, just delete anything you don't want included before you export it. As for materials, just apply the normals and specular individually within the inspection panel on the object. You should have a drop down bar within the material section saying diffuse, click and…
I don't think so. If you apply unwrapYVW on multiple object and pack. It packs elements from all objects properly. You can see from my video. Orogonally each object was unwrapped indivisually. I applied another unwrapuvw and pack it. It even automatically keep texel density across objects. https://vimeo.com/163361143 Am I…
Issue: Posting Edit of thread post does not immediately update the post window with new edited post. 1) Select "Edit" on a post of yours. 2) Create an edit in the post. 3) Apply edit. >> Post does not immediately update with edited post. One must refresh to see the changes. Clicking the Apply Edit button creates the…
I imagine it refers to the fact that you can create an adjustment layer in photoshop that acts like a HueSat adjustment or Curves adjustment in the layer stack, applying the effect to layers below but not above, without changing them. It can be masked out to apply to certain areas, and by setting the layer to screen or…
That's along the lines of what I was thinking. Even if they used the proper physically plausible BRDF material (i.e. Oren Nayar for diffuse, GGX for specular), you break the physically plausible rules by not applying the same roughness to a reflection (which I'm pretty sure most are getting a post-filter blur applied to…
Squash and stretch is a prinicple of animation which has nothing to do exclusively with 2D. 2D and 3D (both traditional aswell as digital) are media and while the workflow differs for each, it's all animation and the principles apply to all of them (to whatever degree you find it necessary to consciously apply 'principles'…
apply a new material to it. I get this from time to time, no idea why. Usually happens if I use subtool master to apply material to all subtools, sometime later when I subd the model, some new geometry gets the wrong material on it. You can see the reddish material on the squares probably matches one that you used…
Just guessing, since I haven't used Unfold3D outside of Maya. Did you export the geometry from Modo with the vertex normal map applied? This looks like a shading issue whereby all the vertices are told to point in the same direction. Try applying one of the actions from the vertex normal kit/game tools in Modo, hopefully…
@Jordan, No no no, you are confusing what I said, I was saying look at what he does...and apply it to your work. Working in a greyscale manner is not a bad thing at all. For a artist like Pencilninja, it could/would help him understand value, and depth. That is all I am saying...take bits and pieces from the Adi Granov…