This is so odd. So what i want to do is make a Polygroup in Zbrush then export it into blender so i can Hand Unwrap it, And then Assign a SINGLE MAT to it, so when i open Substance painter ill be texturing on one material and being able to CRTL+RM to assign material easier. ISSUES are Zbrush options are "Export Polygroups…
And in Max, you assign a multimaterial to your object. Fill the multi with materials with different diffuse color. Assign the coresponding material ID on the faces of your object. Bake the diffuse to a texture using the "render to texture" You could use vertex color aswell, but imo, it's less flexible.
Yes. I still need a lot of help! I am trying to follow this video, but something is majorly wrong. I unrapped my uv's. I edited it in photo shop. Saved it as a TGA, and then I assign material to selection, and it assigns the UV picture, without the actual texture, to it...
here's an assignment i recently had it involved making 4 compositions to depict 4 different words using the imagery as well as the word itself. The 4 assigned words, in order, are: Calamity Sanctimonious Armadillo Psychedelic
Hey ladies & gentlemen. Here are a couple things i've worked on for class the past couple weeks. I wanna refine them a bit more to make em ready for the ol' folio so any comments / crits would be greatly appreciated. Thanks! :) Sub-D Assignment, Fender Jaguar Zbrush Animal Assignment, T T T TORTOISE :poly122:
I want to say that I was able to assign "connect" as a shortcut key in max 6.5 and it work for vertex, edge, and poly mode (Note: it might have been a meshtools function). In Max 9 I can't seam to assign one shortcut for functionality with all three modes. Any ideas? This is driving me nuts. - BoBo
Howdy, seeking a freelance animator to work on a few assignments for HL2Mod project at http://www.deadwoodmod.com Potential animator must use 3dsMax 7/8 For more details on the assignments please IM me at either of these IMs - AIM at unrealprojects - YAHOO at unrealprojectz - MSN at unrealprojectz [ at ] hotmail.com
Sounds like there is nothing is there but it's "there". So make sure there aren't two meshes in that spot, and one has no mesh assigned to it. Check the Static Mesh Component. But make sure by hitting the binoculars, finding that mesh in the list, hit home key (Or Go To) and hit F4. Make sure a mesh is assigned to it.
How can you export model from modo? I try obj with UV ,but i cannot assign materials to color ID output (after baking it)...Do You assign materials then export? Can you help me in modo to quixel workflow with your plugin? :blush:
JoseConseco, doesn't it already do that? I set up a material in Maya and assign it to selected faces, when I bake id maps I get a separate colour or a separate image for each material I've assigned.