That happened to me once with the full US version of 2010, my net connection dropped while it was transferring a license key and was stuck in limbo for two days while I went back and forth with their service rep via their web support site trying different things. I ended up deleting some files that allowed it to…
Hey there! Try adding a little emissive based off a fresnel -- it'll start to eliminate the dark shadow. The drawback to this method is the tree will always have a slight ambient glow, even in complete shadow ... so use it tastefully. As far as transfer attributes goes -- you got it! This is how to change normal directions…
You don't need to reproject. You can transfer from UV1 to UV2. I've done this successfully several times. * Make sure you don't have normal map nodes. Just plug the normal map into the diffuse channel. * Set the Self Illum color to 100% or White to remove the lighting transfer. * Make sure you are looking at the file on…
An updated must have from Farfarer: Various tools for controlling vertex normals within MODO. It gives options for: Edge smoothing (hard/soft edges and smoothing groups). Weighting of vertex normals (area and/or angle, or full). Calculating more accurate normals for non-planar polygons than MODO does natively. Transferring…
This is incorrect. Maya stores tangent-space settings per mesh in the scene, so if you bake any normal-maps for that mesh, they will display correctly in the viewport. The only time they wouldn't is if you changed the tangent-space setting after baking. It's definitely a ray length issue - it's just not tracing far enough.…
I've imported an OBJ object into Zbrush (pre UV unwrapped) and I understand now that OBJ files don't transfer UV's to Zbrush? So I was trying to import a Maya ASCII file for the same object to transfer over the sculpted detail onto it and then export. When I import it into tools in Zbrush, it imports one part of the file?…
So I know there is the cool little program called Switcher that lets you transfer your Maya view port ability's to Max but is there one that transfers from Max to Maya? I prefer Max to Maya ten fold but need to get back into the swing of the things with Maya. I would prefer to keep the Max way of doing things as I like Max…
If you want to transfer an existing normal map, I'd take Bal's advice. The closest zbrush would be able to do is to treat the normal map like a texture/polypaint and transfer it that way, which wouldn't compensate for the different in tangents/etc on the new mesh. If you just mean using the geometry of one object to create…
Heyup, here's some progress. I spent some time making high poly and low poly assets for all the mechanical pieces. The good news is I used maya's transfer mapping successfully for a change. The bad news is the assets really don't look all that great... But I can revisit that. Now I've turned some of my blocked out pieces…