I'm still trying to work out if there is an equivalent of the "Base and materials" in the previous version. The one which made groups for your materials and the "Base" group on top containing the Cavity, AO and Curvature.
There IS a Max script for this that adds a Edit Normals modifier to the stack containing the computed vert normals. We use it all the time: http://www.polycount.com/forum/showpost.php?p=1690226&postcount=48
The options work for me. Are you looking to only have a single obj file that contains all your models? Are you bound to the OBJ format rather than using the FBX exporter?
yes I have, although im sure it must be making a difference that these files are meant for a 32bit version of photoshop which Iam not running, and the Bin64 contains none of the required files for the plugin.
But if he wants to use something else for baking maps then zbrush he should at least be able to export one of his highest subdivivionlevels which contains all details he wants :-/
'Owners will have the option of equipping a small, self-contained attachment to play movies and other DVD content.' -Nintendo http://www.nintendo.com/newsarticle?articleid=02ea1a40-ac09-4cdf-9548-91e5a4e78746
More then likely there is one SMD file that contains the mesh and all the others are animations. If you don't need the animations you should be fine to just hunt down the one with the mesh data.
Hi all, Beta Test 7.6 is up! It contains interface tweaks and bug fixes. Release notes are here: http://crazybump.com/forum/viewtopic.php?p=1212#1212 cheers, -Ryan
Pretty good stuff, agreed with the crits so far, also I'd add that some of the popup windows are opening too small for the image they contain, and are un-resizable, which is kinda annoying.
Hi guys thanks for the feedback, Agreed the texture usage does seem excessive but there is a reason behind it. That is why there's a breakdown incoming. As are some additional shots to see the material definition better. In this shot the key light is above and behind the visible metallic surfaces so you're not seeing…