Gotcha, the characters will both be animated. Each character will be animated doing different actions. I have been experimenting with exporting the character and re-importing the character back into the scene. When I do this the skin bind is maintained, although the texturing is not. Unfortunately the character mesh has…
been busy lately, but here's the latest. Worked the body and face over and cleaned up the polypaint. Though now I'm having a weird error. I want to export my lowest subdivision of the body out to 3dcoat for uving, and then import it back in. but every time it imports back in it doesn't keep the subdivision levels. Soo…
Texture: I think the main problem with your texture is the saturation. To get this catoonee look you should go a little bit over the top, also with the saturation. Also work on the AO of it. It's nothing wrong with creating one and use it as guideline for your handpainted AO (even multiply them both is fine). What helped…
Thanks for the feedback chris, as for the size, i know what you mean and yes it is a pretty small map, but it is designed for 3v3 games, not 16 players like call of duty or battlefield, as for timings... have done just that and i am still working out optimum spawn points so that is is equal in time. And thanks for the idea…
Sorry for the long radiosilence guys, I totally didn't notice there were still things happening here. One key point for extracting the maps from ZBrush I forgot to mention is that you need to render your Hair Using BPR to get rid of the stepping. this will also create certain buffer maps that can be exported without the…
some clever program that handles default paths and paths of the current project across all programs I use. Export an obj from max? It wants to put it in the /export folder. Want to load stuff in ZB? It looks for it somewhere else. Same goes for Maya... I source textures in PS from drive X but my work is on drive Z. Sure…
I've included two FBX files exported from Modo 701. One in FBX 2010 format and the other FBX 2013 format: https://dl.dropboxusercontent.com/u/52401794/sphereAlpha_2010.fbx https://dl.dropboxusercontent.com/u/52401794/sphereAlpha_2013.fbx It is possible to export vertex alpha values in Modo, however you must use FBX 2010 as…
2 nights ago I did a skybox sprint where I created, edited and revisited some work just for the fun of it. The first image I put my Heavens Window skybox in Unreal with a quick World Machine export and a quick water shader. I ended up making a video of me playing around with some savvy god rays. Video here I added a skybox…
i dont have time to look at your tutorial right now, but i am guessing it instructs you to place the heightmap in normal map's alpha channel since 3.4.1 (?) the displacement map (height map) has to be saved seperately as <texturename>_displ.tif using the displacement map preset in the crytif exporter. The setup is that the…
A texture set is analogous to a material Each material you apply to the low res mesh before export will give you a texture set in Painter. Each texture set can have its own UVs and its own bakes. If you're baking that all in one go you'll have all sorts of problems. Split your low poly up into logical chunks that fit onto…