Hi, still busy with testing stuff here. Question what If I delete the hidden poly's/caps of the cylinders that aren't seen any way to save on uv space. I'm baking with match by name in SP so NO AO baking problems. I still think you can prototype shapes much faster also the unwrap is much faster. I think it should work…
If there are errors or the GPU flags something it will fail and revert to CPU. Output out the log from within SP and have a look in the text file for errors. This was happening to me because I had set the displacement subdivs way too high by mistake and the GPU ram maxed out without me knowing. I was able to see this in…
You seem to have multiple issues.. maybe even gamma in max. To see if you get a correct output from sp you should simply check the textures. Do they match with the 2d-view in painter? Just check with your eyes. They should be more or less the same. You might want to use an image viewer too. I doubt painter is saving…
I just meant i will use this mesh now as it is and continue with the texturing before the trial of SP ends, so that i can once finish a whole process for game character ;) It is funny how different we read the concept because i thougt the jacket would just be one material, i agree with you it is like the artist was unsure…
I mean not non-square, I mean any texture with inconsistent texel size , in some UV island square , in another one stretched or upscaled. In fact I have to use consistent texel size because Quixel and SP both force me to do so. With a kind of hi res "master file" and then do another "optimised" unwrap to re-bake into. But…
Awesome thank you so much for response and rapid solution. Confirm fix works here too. I did try and drop you some cash via gumroad to help support further development but since I had already downloaded the plugin for $0 :| a while back I could not pay for something I have already "purchased". Do you have a PayPal account…
Made a decent start on textures, got the UV2s for the wrapped tape sorted so I can make an emissive for it later: Still have some tweaks in Photoshop to do with these textures: * Caution Tape textures are super-early WIP, obviously * Wire from the battery needs texturing, I added the wire after assembling the mesh for…
I steal art work. I am the world renowned super thief, Jean. I have the original David, and the Mona Lisa. I have others as well...but I can't remember the names...art history was so long ago. I mean, can you really blame the guy? What movie had Sean Connary *sp* in it with the hot Spanish chick? Wasn't he an art thief in…
I'm using high poly mesh as project mesh in SP so i don't need to manage with smoothing groups for let my model shade correctly; so i've set 1 single smoothing group for each texture set as Wes of Allergorithmic suggest in a tutorial on high poly meshes.. According to this, all the concerning about the hard or soft edges…
Hi Jerc, Thanks for the reply, I did try this but it was still a little hard to get under certain parts, would be nice if it fully LOCKED to the uv island and maybe hid the other parts while painting. I noticed if I went to far with this method it WOULD bleed onto other parts in the way. Again would be even better if SP…