You know, I cant find a tool in Illustrator to "push" (bulge) a closed path (shape). The closest is putting another copy of the object behind and putting a large stroke on it, which distorts when you get to larger inputs. If your not familiar with push, I mean to expand the shape so that it doesn't scale, more its shape…
So I have been working with flat textures for a long time, and non hard surface objects, and it seems like I have forgotten something in my workflow when it comes to baking hard surface objects. As seen in the picture below, I separate smoothing groups at all 90 degree angles and separate those faces in the uv as well, but…
Hello All! Pretty new to quixel and my first post and am pretty sure I am missing something probably rather simple but after I apply color id's to my objects in max and hit render in quixel colors tab I get a black render?? Everything is uv'd correctly and in same uv tile. Must objects be attached to same mesh? Cheers…
Eh all, I'm working in Maya 2014, and I'm trying to get some tree branches to follow the surface normals of the main trunk. I've currently had no luck between using the trunk as a live object, paint effects, or particle object instancer... Any ideas or tips anyone can give? Maybe I'm not using the setting right on one of…
Hi, I used many times Quixel for texturing and my workflow is most times the same. The only difference is that I imported 2 meshes. I have weird tiling of texture on my masks. I even try to seperate the objects and reimport them as one object to Quixel but I still get this failures. I do not know how to fix this. Maybe…
hello guys i have s problem with my mesh, well it not a problem, i'm having trouble with the mesh , so what i want is to have one mesh but theres couple objects in the mesh that i want to animate but i don't know how to animate only 2 objects in that mesh with keeping the whole mesh combined so can someone help me with…
Hi folks, Trying to bake down what should be a very simple bake, however I'm getting bad seams on the resulting object. Result: LowPoly: HighPoly: UVs: Cage: So far I've tried: - Resetting the XForm - Resetting the Normals - Checked the smoothing groups - UVs are also separated per group - Reimporting the object and doing…
I am new to Max so I can't tell if it's a bug or a "feature" (and in that case pretty weird feature...). When I scale UVs in any direction or uniformly the UVs snaps back to the original size. When it happened on one object I collapsed the Unwrap UVW and made a new one but when it happened on the second object this…
@sprunghunt yes, that would be really easy with multiple shaders. But how would you do this with only one shader? as I commented in the first comment I know the existence of a color jitter node that randomizes the color of the objects by its id, but I didn't know how to control each id or object to assign a specific color.…
not super familiar with their tech, but i know from uncharted and last of us 1, they baked their GI and some lights to lightmaps and had a cascaded directional light in most of their maps for realtime shadows on dynamic objects and from the sun. I would assume they also probably have a probe based system for indirect…