I'm trying to paint something and there's no brushes for me to select. does anyone know how to fix it or how to get them? ==================== EDIT: updated to pre-release 2.3.2 and now it's fixed. for anyone getting this error go to http://polycount.com/discussion/193113/answered-painted-info-disappears download the…
So this has been frustrating me for weeks now, I've done the UV's correctly and applied each individual object as separate materials, the low poly contains Vertex normals and everything else that is necessary. whenever i try to bake by mesh name on painter i get this bad error? can anyone please help?
Hi, I'm working on a Springfield XD45 compact and I would appreciate any feedback and advice as I go through the process of taking my first asset from 3ds Max into a game engine. The Hi-Poly is about 75% done, I just need to fix some smoothing errors and add the finishing details. Thanks in advance. and the reference
Looking for crits on the model and textures. Nothing like the design or mechanics or anything. PBR, textured in Substance designer and Substance Painter. Presented in Designer. High res modeled in Maya (not shown), retopology in 3D coat. There are a lot of edge loops because I REALLY didn't want any errors while baking. Is…
Hey guys and girls So I have this issue with ndo2 and cs6. I am wondering is there a way I can use multilayer with height map creation. Eveey time I try convert it to a hard surface height map I get a error saying it can't be done in this version Is there a work around for this? Thanks
Looks like the normals are flipped and masking errors (maybe). Whenever you import a mesh into zB always do a mask clear (Cntrl + draw rectangle and release on canvas). Points may be masked but not readily visible. No idea why the mesh is flipped but you can always flip it back.
You should check out the last post on this page, i linked a Crye Engine doc, that explains how to get better bakes in xNormal. http://polycount.com/discussion/149028/padding-issue http://docs.cryengine.com/display/SDKDOC2/Common+XNormal+Baking+Errors+and+How+to+Solve+Them
no my assumption was that you have an inside clipping through, if you turned your model double sided in zbrush you would see that error instantly as you say its not the case, is your raydistance/cage maybe too long in that area and catching info from the opposite side?
I experimented a lot with creating a chainmail and using zbrush mircomesh was the least painful method I found, got some weird error tough. The circular dents are supposed to be hammer marks left from the blacksmiths hammer, but now when I look at them they're a bit small:/
I little bit of tweaking like colour adjustment can sometimes add that extra needed punch to complete the image. But I agree, painting out artifacts/seams/errors for real time stuff is not right as the person viewing is expecting to see you execute real time work.