That column is looking pretty sweet John!! Especially the top most piece. :) Played around in substance lately. I found a great tut on Eat3D on making procedural plant leaves. It took a bit less than 5 hours to build everything in the graph. And then it took about 5 minutes to export version one then tweak the numbers and…
I definitely wouldn't count on Maya's Viewport 2.0 for texture lookdev, it's very basic. I'd suggest making your textures and materials accordingly for Unity rather than Maya. This can also be related to your file export method (for example, if you export 8 bit png you might loose some tones and saturations, etc), but I…
Maya 2012 - FBX version 2012.1 3Ds Max 2012 - FBX version 2012.1 What is Collada? The website doesn't really go into details about the capabilities or limitations of the format... So does the FBX format just simply not support material and texture export/import? If it doesn't, what format does? Maybe I can do something…
Hi there. I've noticed a problem with the SlideNormalThief, a bit different than Zipfinator's but still it's an issue ;) Here it goes: I prepared a tree mesh that is Editable Mesh with Edit Normals on active. I want to steal spehere's normals to that tree but this is what happens when stealing: It says: Unable to convert:…
I did actually but , when I do since the res is not that high it gets pixellated in details , and on some areas I can't at all couse the res is too low to pick even an alpha , I reached subdivision 6 and it doesn't go further unless I set increased memory , I coudl do that but then I fear I won't be able to export and the…
You could duplicate your bone chain, add constraints between the original and the duplicate and key the duplicate for export. Add _ignore as suffix to the original chain to exclude it from export. Otherwise, if you key the original chain, look in the attributes if you get a "blend something" attribute. When you key a…
If you're using max, make sure you enable mesh normal exporting (not just smoothing group) with the OBJ exporter. You can also try offsetting any mirrored uvs 1 unit, from what I recall TB1 had some problems with mirrored, overlapping uvs. There were a lot of minor uv issues fixed with Toolbag 2 as well, so you might want…
Actually you can export your meshes as obj, merge them in the voxel room of 3dcoat (with the correct increase in resolution to support the details), fuse the parts together, then file>export as dense quads. You need the latest beta version on 3dcoat forum to do that though. The output mesh can be used for further sculpting…
does it matter how you weight the verts Nope, as long as you avoid "fancy" tools like Skin's deformers and Physique's tendons/bulges. I've also heard some exporters don't like Physique's Deformable envelopes, so you have to use Rigid instead. But at the end of the day, weights are just exported from whatever is stored in…
* i don't think that limit was the issue , i have total 11 mill polys and still getting this problem . still i will export it in two parts and see if that fixes . also it was working fine before , but was not picking id map so i exported it again and this problem arises , its so frustrating one problem has not been solved…