Hello guys, first off thanks for this awesome model viewer! I tested it with the sample objects mentioned and it looks pretty nice. Now I've been doing a tutorial from CG tuts+: http://cg.tutsplus.com/tutorials/3d-art/next-gen-weapon-creation-day-4-diffuse-and-specular-textures/ that uses this model viewer (by the way a…
This tutorial could help you: http://cg.tutsplus.com/tutorials/video-game-art/create-gorgeous-realtime-renders-of-your-game-art-using-the-marmoset-engine/
Yeah separate mesh, like i wrote in the tutorial, its pretty much voodoo magic to get it to work right. Are you using obj from maya or the stooge exporter?
If you read the tutorial it will tell you that you need to keep your paths relative. Which means all of your models/textures need to be nested inside of /base/. So /base/Models/doorArch.obj is how it should look.
Short answer: No. There is a long answer, but i feel i've already given it a few times in the thread. Someone was kind enough to write up a tutorial on how to import your own HDR cubemaps as new lighting environments, so you can search the thread for that. Or maybe someone else will be kind enough to point you to it. =)
A. You've got a really really excessive amount of un-needed geometry, you should post the full mesh in pimping for crits b. These are triangulation issues. A couple ideas to fix 1. Triangulate your mesh before baking your normals in maya 2. "Freeze normals" and use the stooge exporter that came with toolbag instead of…
open .cfg files in notepad(as stated in the readme/tutorial thing), invert your green channel in the normals to fix the seam, make sure mesh normals are being exported from max. Its hard to tell exactly what you mean by "no smoothing" it doesnt really look like the uv welding error. This is obvious and will result in…