I run out of memory frequently with 8gb just doing illustrations in photoshop, even if you have history states set to the default of 20, flipping the canvas a few times while working at conservative print resolutions will rapidly absorb all your available memory.
Right picture is with consistent colors because I don't like how it looks with 3ds max's default lighting. I'll move everything into unreal and put proper lighting after I texture the rest. Hopefully it wouldn't look as shitty then. >< CCs and advices are always appreciated~
Yeah I'd agree with deleting history. Also try selecting all the verts involved and use the merge tool with default settings. If that Fais I've even had to delete the whole face I'm trying to spilt and then Mesh> Fill Hole and then try the Interactive Split again.
It was a bit of an odd question, but you know how it is when something is confusing and you just can't figure it out. I've got the great result I wanted by simply RTT as usual with the Default Scanline with Lighting and Shadows checked and then multiplying an AO over the diffuse in Photoshop.
I baked using the default Mudbox normal map settings. I know there is a problem with the low poly which is why the high poly has issues too. I loaded the obj into Marmoset and it also displays weird shadows. How do I fix this in Maya?
I left the Xnormal Cage at it's default setting. I also tried making it bigger but came out with exactly the same result. I'm not sure that the issue is with Xnormal though although I may be wrong. This is the rock in toolbag with no texture or normals applied and it still looks the same.
Hi guys! Sorry for the late reply, somehow this thread sliped under the radar. When you create your projects, beneath the input map, does it say "Clean grey preset"? If so, click the dropdown menu to the right and select "Default materials" and that should do it!
Hey Passerby, Thanks a lot mate, just saw your post. Really appreciate your time getting your hands on this, I was exactly in the need of something other than maya's default for bevel. for me thats enough man, again really appreciate it! cheers!!
I ran one of the actions and it didn't work ? Then again I have a short-cut linked from an external folder into the default PsCC-2014 actions folder, it shouldn't make a difference. When I run one of the actions, suppose the first action, nothing happens.
Export as .obj, and it should import into zbrush just fine. Not sure about the editable poly thing, it's been a while since I've used 3DSM. It wont import the material though, as zbrush uses it's own 'MatCap' system. There is one that resembles Max's default Blinn however.