@Quack!:I have gamma correction disabled, and so far I haven't really had any major problems with Xoliul's shader. How do I view a model in-engine without launching a game? Also, I turned on the gamma correction just for a second to see what it looked like, but when I turned it back off it looked like this: I assume it is…
If your model doesn't show up in Quixel try the following: a) Make sure it is scaled to real world values b) Make sure the object is set to 0,0,0 (center of the scene) before export c) Make sure you triangulate your mesh on export. DDO does not triangulate meshes as game engines do, you need to do this manually. As for the…
Can't find the weight slot though. Or did they change it? I am wondering if the vertex color information speedtree uses is grayscale or particular colors it identifies for leaves, branches etc. Yeah, alembic would be taking things too far especially since getting good fps is important. What would be the best way to export…
Thanks for doing this. To defend myself...the original mesh isn't bad ;) . The double or even tripple Vertices were introduced by a Symmetry Modifier I slapped on it before exporting...it seems like the seam wasn't aligned perfectly...or the weld threshold of the Modifier wasn't right...I should have checked the mesh…
hmm i would just finish off the zbrush version without uv's, then when you are happy with it, export the lowest level to max and uv map it you can then use this as your final low poly model, export it to xnormal and do it that way. you could in theory uv map the high res version using zbrushes deault uv tiles, export the…
it could be something related to Zmapper being shit. I would do a test like this: Do some GUV tiles (IIRC) on your model, the export as OBJ but dont forget to flip the map before exporting, also, do the highest resolution texture possible when converting polypaint to texture, then export your texture from Z. Import…
Kind of f---ing stupid isn't it, at least i can give it sadly, to Autodesk that they support these backwards compatible situations, 100% credit where it's due. Makes no damn sense, perhaps some studios/devs/someone somewhere has created some work around where an outside converted is used? to help with these silly…
if you change the smoothing groups you always need to re-bake the normal map in substance painter - that's why the normal map looks broken on the right image. But the image on the left looks close to correct. What are the FBX export settings you're using from maya/max/blender? What are the settings you're using to import…
I have had a look at the file. Your UV's aren't quite right. My guess is that you had them right and then modified the mesh in a way that interrupted the seams. To elaborate: some parts are not in the 0-1 space. This includes things that are not symmetrically mapped. The second problem is that the mesh does not seem to be…
Level03D - Also new materials. Nothing too visually fancy compared to the snow and ice for today, just new materials once again ontop my pre-existing ones. Today I went for my grassy level, though you won't really see the ground as I have mostly littered the area with grass cards which also needs an upgrade, maybe next…