What Justin said. In Maya it's pretty easy. Just click on Diffuse map under transfer maps. You can also apply different vertex colors to the parts of the high res that you want each material on. xNormal can read that vertex color. Probably have to use FBX. Maya OBJ doesn't seem to like to export vertex color. I haven't got…
Are you using a cage in xNormal? In Maya you can easily create one by selecting the lowpoly and then going into the Render tab > Transfer Maps > Load the mesh at the top. Then in the drop-down menu for "Envelope" select "Both". Now give it a low value like 0,1 and select the envelope mesh in the Outliner and export it. You…
I am currently trying to customize my Maya layout to make my workflow better. In my work I do a lot of high-poly baking so I use Mayas Transfer Maps tool quite a lot. What I wanted to do was get this tool into a panel so I didn't have to have it as a torn off window. Dose anyone know if this is possible? I have been able…
Generally baking maps from highpoly sculpts(Which is what I'm assuming you are wanting to do) uses raycasting to transfer details from the highpoly geometry onto a texture map based on the UV map of the lowpoly meaning that only the lowpoly actually needs to be unwrapped. Im n kt too sure myself but I think thyere is a way…
Yep, Vig, "Copy Skin Weights" in Maya does a very similar job to skinwrap. It lets you transfer weights by closest point on surface, ray cast, closeset component or in UV space. The default settings generally give you very good results. One thing Maya does nicely without having to script it :D IMO you should not need to…
any hair solution would do the job. ideally one that allows you to have the hair unwrapped. then instead of having individual hairs, you will use very wide ones and apply alphas to those. skinning usually would also be automatically transferred from the skinned body. maybe with some extra magic over the course from root to…
thanks for all the crits guys, i appreciate it! @gosss the reason i was thinking for the frame was kinda for easy transport because generators definitely arent light and so if it's in a frame then the frame can be used for better gripping and holding, tying down to something when transporting and whatnot, but i also see…
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See, I wanted to do the baking in Maya with Arnold. I'd read that the results are much better compared to xNormal due to antialiasing, but sadly, I'm not able to get it working for some reason. :( Is it done via Transfer Maps? Where you bake a high poly to a low? I'm guessing it does. Or can you bake it all straight from…
Hello, i found two ways to render blockout colormap: 1. Assign different materials to different parts, then duplicate mesh and transfer colormap(too long time transfer(on highend PC about 1-3 minutes, size dependent) and not precise sometimes) 2. 3d Paint tool, simply not so comfortable to use(if i need to paint different…