I had two element's in this object, one is hidden. The one that is hidden I had booleaned before. the element shown below was not touched by the boolean. yet when i apply turbosmooth it seems to think that there are open edges or something somewhere. I have selected all the faces on the object and edges ect and moved them…
I know this is an old thread, but just wanted to note that at least in max 2013, picking objects when you use the slate editor has issues. As in, wasn't working at all for me. Soon as I switched to the classic material editor I was able to pick objects.
I just took a swing at trying this. I was able to solve it by: -Unbinding the skin -Combining the separate objects into 1 mesh/object -Freezing history/transforms -Rebinding to skeleton So it seems you can only have one bound to the bones and not a few seperate ones.
short answer, yes. slightly longer answer: as long as you've got all the objects in your scene (named so you know what they are) selected and do export selected, either as .obj or .fbx, it will just appear as a sub-object when you import it into toolbag.
you don't really need mudbox for such a simple and straightforward object... a clean uvw layout , save as file and photoshop it... programs like mudbox and zbrush are more suited for more "freehand" and organic objects...that's just my opinion. what im saying is: dont overcomplicate a process.
Sick! One thing I noticed on the SCAR, the AO seems very weak or non existent in certain places. Make sure to have it in places where object meets object. Lacking AO makes it looks fake, even toylike. Otherwise, :thumbup::thumbup::thumbup:
Thanks for the comments guys :) Anyone got any tips on how to unwrap this? Should i attach all the objects into 1 model and unwrap it, or have seperate models/objects with it's own UV map and textures? Any tips and tricks you have is very much appreciated :)
This is looking cool already :) In max 2011 there is this OBJECT PAINT that would paint objects and it could be very random as well is that what you are after? here is a video i found some time ago on you tube [ame] http://www.youtube.com/watch?v=ZwHJgfdOFDw[/ame]
Yeah, looks like some kind of texture compression to me. Whats the final destination for this object? Is it just a portfolio object that will be shown in marmoset or is it going into a game engine? Any subtle texture detail will cover this up. However, working with 16bpp normals should also help.
Have you checked the "opaque"-checkbox on the object? If an object is marked as "opaque" it won´t allow you to render it transparent or refractive with arnold. https://support.solidangle.com/display/AFMUG/Refraction+And+Opacity#RefractionAndOpacity-TheOpaqueSwitch Ahh and btw, the technical section would be a better place…