Hey-hey poly people. I am working on a character in anime style. I am planning to make it look as hand drawn as possible, my direction for style is mostly "Jujutsu kaisen" and "Chainsaw Man" anime titles. A little bit about workflow: it is directionless now, so expect a massive amount of triangles on a screen.I do mostly…
You get one textureset per assigned material. If the objects aren't lining up its almost certainly due to the objects being in the wrong place. Reset xforms on your high res and try reimporting it
Yah, when you transfer UVs in maya make sure del all history on the object, or else when you move the object, the UVS will move as well. At least I think that's whats happening in the screenshot
Also keep in mind that transparent objects, like water or smoke, will cost more per-instruction because they are drawing over the top of another shader. So for these kinds of objects you should try to be extra careful.
Have you got 'shade selected objects' enabled? This will shade the selected objects in a semi-transparent red. Max now has a 'per-view' dialogue. This is where the option is located. It's at the bottom of the Default Shading dropdown.
This happens for me from time to time with fbx'es too. What I do is: 1. Make sure in object properties -> Display Properties -> "By Object" is on, not the "By Layer". 2. "Display as Box" is uncheked Sometimes toggling these helps:
Maybe you should post images that illustrate the problem that you're having. You should also consider baking to object space and then using Handplane to convert the object space map to tangent space. http://handplane3d.com/
The fix is easy, go to polygon mode or element mode, then select all and detach as another object (and then delete the leftover object that has 0 verts) It's one of the lovely "features" of 3d max that I've gotten used to :(
aww crap the topogun 2 demo is limited to 256x256 maps so its a little hard to test on my object as its got quite complicated uvs :( . it seems to perform well on simple objects though!
Solved: i had to delete the history in Maya, then delete the object, only then you can export your object without auto-attached artifacts. Christ, i just don't get along with Autodesk products :/