It's totally doable. But right now it's not that far off. You can make as many maps as you want in your materials preset. All kinds literally. And then upon import they are all imported into your asset's .psd. If you don't need some you just can delete them. And they are not part of the collapse process unless you specify…
You can merge all, dynamesh it, sculpt, polypaint, decimate and export to obj. Use xnormal to bake the sculpted dynamesh sword into your original (unwrapped) sword . That way you don't lose the original topology. 1- GOZ - 3Ds max > ZBrush 2- Merge all 3- Dynamesh 4- Sculpt / polypaint 5- Decimate !- if needed -! 6- Export…
I can't speak for rendering as I don't really use Blender for that/it's not that important to me. But for exporting, once you've flipped the edge like that it should stay put even if you re-tessellate the face to triangles after doing this to it; I've not had or noticed any major issues with this myself and that's on all…
There's an external fbx exporter for ce3 and it works pretty good with modo.If you go deep and try to use modo as sole modeling application for game-art pipeline then you'll be succeed.I know some people already doing that.You'll need a few handy scripts though.I can't imagine using modo without aid of scripts. fbx…
I have been having issues making multi material meshes in maya and bringing them into UDK. When I export the mesh as an FBX file, all of the faces which correspond to certain material slots will not display that material. Sometimes it won't change any, sometimes only certain triangles will have the corresponding material.…
When exporting textures from Substance Painter there's an Output Template for the old Non-PBR Specular Glossiness workflow. It purportedly converts PBR base color metallic and outputs diffuse, normal and specular + glossiness textures. By default the spec gloss texture is packed with the specular values in the RGB channels…
Vertex animation as far as I know is pretty expensive on resources. It's a great way to capture a sim like cloth but it's probably not going to be widely adopted for real time games anytime soon. Yep, I would strongly urge you to use them too. When you rotate the arm above a T-Pose you lift the clavicle which brings the…
Just checked in Painter 2022, and it seems the "Unity Universal Render Pipeline (Metallic Standard)" export preset doesn't include an Occlusion map. You could copy the export preset, then add the AO map like in the screenshot (or mesh map if you just need baked AO). On a side note, I would adjust the naming to fit ones…
The way I’ve done animated skyboxes is with a custom shader setup. This avoids performance problems from overdraw, makes sure skybox lighting is confined to only affecting the skybox, and generally optimizes everything. Because skyboxes can cover a significant percentage of the screen. A video here, using a custom engine.…
oops, I think it was psd export for designer not painter. I would like a PSD export that put out an exact replica of my layer setup in Painter. If it's using a blend mode that isn't supported maybe just display an error and have it convert to the next closest thing? FYI 3DCoat PBR is possibly dropping around the end of…