I like using Google Sheets for a lot of various things including references/preprod/planning project etc It is easily transfer-able, people can edit it same time as you, tabs .... web browser window and done you can have it ontop with separate web browser plugin or .exe.
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well if anyone interested i'm asking 400 + the 50 for license transfer, so that's 450 total, that's like 150 off so seems like a decent deal, i'm gonna shoot an email out around work an see if anyone there is interested if not i'll come back here and/or try that luxo site
Seriously Obscura. Thank you. It works now. I didn't know the preview window was a mirage. I checked the saved texture and it was fine. I have also found it works with overlapping uvs too, u can even transfer textures from uv 2 to uv1 when rendering to texture.
Why do you want to flatten it ? If its to get a good UV layout, you can just duplicate it, unwrap the duplicate mesh with UVs the way you want, and us maxes Render to Texture feature to transfer the texture from the old split uv mesh to the new mesh with good uvs. ?
It may be possible to generate the cage using Transfer Maps, and swap that out with yours, though I've never tried it. Just be sure that the vertex index is maintained between the export process. For the most part, the auto cages work just fine in Maya, it doesn't do ray bending, it's just a search limiter.
Finally someone stop by :D :D Thanks. Unity isnt bad, especially if you have programmer working with you (for shaders). It's Cryengine now, but I want to transfer this later into UE4 (dont have time to do that yet)/ Keep going doing what you are doing now! Udpate soon.
Jackablade - that's bloody awesome! (is that you in the vid on the pc?) you got any idea on where in auz it's showing? Show would be awesome if you could get multiple dragons to fit..wondering what you're going to do for the 'boss' dragon... And how did your 3d studies transfer to stuff like this?
https://www.chaosgroup.com/vrscans They have a lot of carefully calibrated scan data, matched with accurate shading models. You could in theory use Render To Texture (3ds Max) or Transfer Attributes (Maya) to extract the roughness. But then you're converting it to a format that no longer has the correct context. Besides,…
Its only when I use "show hardware maps", and for this specific use I can't use 3 point shader, I'm doing a UV Transfer. Max 2009 SP1. Never did this before, but now whenever I turn on show hardware maps, the model turns completely black.