I did freeze all transforms on my low poly in maya before I exported it. Im wondering if the issue is my high poly? Because im exporting the high poly obj straight out zbrush with a poly paint layer. I cant see why it would be a problem though because when I decimate the mesh in zbrush and bring it into maya to make my low…
One thing you can try is to use Batch Bake and bake the AO to vertex color, and then use Paint Vertex Color Tool to export the vertex colors as a texture map. Baking to vertex color is super fast even when you use 256 rays, but you may need to add some geometry to your model. You can set the Paint Vertex Color Tool to…
ok thanks for the replies. I was polypainting with zbrush and i came across a problem. My models are mostly made up of many different pieces ( as most models are), but have been uv mapped onto a single map. when i hit export map in zbrush, it only exports the map of the one sub tool that i have currently selected. Then…
Thanks for the great responses, Consider this glass cottage thingy: http://www.asaltulis.com/wp-content/uploads/2009/08/Small-Glass-Cottage-Watervilla-Kortenhoef1.jpg And that house: http://www.facebook.com/photo.php?fbid=174268699298142&set=a.174268695964809.43139.100001450393875&type=1&theater The first pic is likely…
steps to take: step 1. make sure your meshes smoothing groups are set up correctly/that it has smoothed normals around the magazine shaft. step 2. make sure the mesh used in both substance and toolbag is exactly the same mesh, that you haven't made any modifications like triangulating after baking. step 3. when exporting…
3.18.1 should have the option, is under the power plug icon - tangent basis calculator - mikk -tspace - configure. If you bake for UE4 or Marmoset, that option should be on, and your bake is synced for UE4 (and it will not look good in Maya). If you export an obj (yes, it doesn't export tangents and binormals) and you bake…
Ok, as a test I generated a plane in max, exported to zbrush and made it all bumpy. Used the melody to create the normal map and renamed it to floor_local.tga. made a diffuse, floor_d.tga, and dumped both files into the directory that the md5 viewer accesses according to the scene.txt. went into max and exported the plane…
@Lukitscherie I'm no expert in lowpoly, maybe someone else can help you better with that but I think that the main problem is the difference between some rounded objects, but it's hard to tell without seeing the wireframe. What I mean is that bigger objects need more polys than smaller objects, the apple should have less…
One thing to consider is the typical indie developer is fairly broke while funding and coding the game by themselves. They need you as an artist to make their game look good but they probably can't afford AAA freelance rates. If an indie is asking for Max/Maya/XSI stuff then chances are they've got a some money to pay an…
Sure i can and happy you liked the render. I used the Octane blender plug in 2.15 but the nodes work about the same as the stand alone. Attaching the node setup for the metal parts. I split the model up in 2 parts. One for metal and one for wood because Octane cant change the index values with a map so there is no way…