Hey there, I'm trying to export a mesh with a different UV range than default. I figured out how to take a UV snapshot with a unique range (because of the obvious drop menu) but haven't been able to figure out how to export the mesh with a unique range. Should mention, using Maya 2012 and FBX 2012. Thanks a lot!
Returning with a small update for anyone encountering similar. When building this model I was using Maya 2012. Ive since gone back to Maya 2010 and I have had no issues. So like Warby said, "Its a Mental Ray bug", at least in 2012
@repte It seems that tutorial may only work for the Jan 2012 version and as of right now the site does not have the Jan 2012 version for download. I guess I may have to torrent? Is there any update version for starting a game project you may know of?
Is your document resolution in the Document Settings set to 4k or 512? If you are just exporting at 4k but your doc resolution is set to 512, there is a bug in the current Painter build that upscales the texture instead of adding details, you need to set your doc to 4k before exporting.
The guns and especially that van are standouts, I mean for goodness sake's a detailed smoothed high resolution looking vehicle: way under 2k tris 512 x 512 textures/px Alongside normals edited by hand in an image editor, no less - Wow! As an aside, imho I've only seen low poly baked stuff by Ben Bolton which I think is on…
Hey Jonathon, Not at all. The point is, that UDK combines lightmaps into least sheets possible, to effectively render it in a single pass. So by 512 I mean that every object's light map was done in a usual way but the combination of all their resolutions didn't exceed 512 square. Hope it helped. Cheers.
UV maps don't necessarily have to be a square, they can be rectangles as long as each side is based on a power of 2, so like 512 x 1024, or 512 x 2048. Here, the UV's are referencing outside of Quadrant 1 and into Quadrant 2 (using x, y math terminology).
although i agree with using either unity or udk cryengine does have some mobile game stuff i remember seeing this at gdc 2012. [ame=" https://www.youtube.com/watch?v=QZpcrMIcUeU"]Fibble - Flick 'n' Roll - GDC 2012 Gameplay Demo - YouTube[/ame]
Hi, I'm having some problem trying to find the "Use Offset" checkbox for 3ds max 2012. I checked in the Render to Texture panel, Render Setup, and all various help resources. Nothing! Was this option removed in the earlier version of 3ds max, or was it never introduced in 2012 version.
But you can't clamp coordinates and still use tiling? Maybe a better approach for architecture is to pick textures that only have to tile on one axis, usually x, and stack them on the other axis. That'd give you, say, 3 512s and a bunch of trims in one 512*2048.