Hey, I've got a scene that I'm using 3ds max's Camera Map Per Pixel tool with. It works fine, and renders okay but I run into trouble when i try to export. The geometry exports fine, but the mapped texture doesn't export properly. Is there a way to bake this texture out so my exported model works fine in Unity 3d. Thanks
Hi guys, I've been trying to bake a gradient map in Maya 2014 and I'm getting really weird results... I'm not sure what the problem is.. So I'm hoping someone has ran into this issue and has a solution. I Followed these tutorials (did everything correctly) https://vimeo.com/67556624 and even tried…
Making more progress! Started adding decals to the different areas and working on some buildings for the far background, loving how this is looking so far
Maybe I'm missing something but does anyone know of a way to bake procedural bumps into a normals map using the projection technique? I thought it might be a nice way to add some additional flavor.
I've been working on a fully modeled colt revolver but have have gotten stuck in baking from my high to low in Substance Painter. Things I have made sure to use: 'Match By Mesh Name', adjusting the rear & frontal distances, put dilation to max, turn on anti-aliasing to 2x2. I'm pulling my hair out trying to figure out what…
I think it's really possible Eric. I found my problem. In fact if we want to output just the diffuse we must unlink the nmap. Because the engine bake a complete map as diffuse. So it include normal map information, as well as everything linked (specular, etc ...). So this method is ok but we must bake one texture at a time.
So I was playing with vertex paint in max, and I found that there's a whole panel about illumination, and you can set up radiosity in there and then assign that to the vertex colors. Is there a way to use this to bake some basic AO into the vertex colors? I guess I'm too dumb to figure it out myself, but if anyone has any…
hello community, i am working on a scene to design, i am using ivy plugin for 3dsmax and i want to bake the generated ivy on a plane. but after rendering an alpha channel (or any other map) the alpha texture of ivy's wont generate in the render. i mean look at this : it is clear that the planes are covering each other in…
I'm curious how people go about making a mouthbag. I've done a couple at this point and am finding it pretty awkward. In my current project I've got a LP and MidP version of a full body model in TopoGun from a ZBrush base model and am doing a HP now, which needs a mouthbag. Since I'm trying to match the LP and MP sculpts…