Hi there! Here is my hand painted texture process, part 1. I exported obj from max to 3dcoat and started to paint to simulate volume, lights and shadows. You can find some of my texture process here as a timelapse: http://youtu.be/-nTkUFHZCOw Hope you like it and all comments are welcome and more updates soon!
i haven't seen this problem in a long time now and that's because the most important part in avoiding these issues altogether seems to be to set preferences-> paint -> brush sample area to something a lot smaller than the default value. i have it at 0.30 and don't bother subdividing or triangulating anything anymore. i…
Is there such a thing as wasted texture space in terms of tiling texturues? Not wasted geo, wasted texture space like on a plane. Like this http://img62.imageshack.us/img62/8032/29675558.jpg. This isn't a big deal as long as there isn't wasted geo or zfghting? I'm on my phone so I can't check but is the dropbox link the…
Yeah, some of the features are pretty basic ; and indeed for some specific parts I sometimes end up working in a regular 3d environment. But still at the end of the day being able a 742mb OBJ without any slowdown is pretty important (doing exactly that right now !) - and to some extent is just as, if not more important…
@mikejkelley No problem, mate. Yes, Styx preserves UVs. It just basically does a 'copy to clipboard/paste' of the .obj(which is a human-readable text file) Just be aware that ZB flips UV space(not faces) and also has a habit of breaking UV verts, especially in GoZ. Although I haven't experienced vert-breaking using Styx.
Actually, I just exported something from Blender to Max (as obj), and it appeared with Smoothing Groups intact. No edge splits either, oddly enough: In the import settings in Blender it says 'surround smoothing groups with sharp edges', but the edges don't show up blue (as sharp edges do), and marking edges sharp doesn't…
There might be a few issues with that. Make sure under the object in marmmoset it is set as a Max object. Or (this happened to me in maya) Make sure to have the Normals box checked when you export your objs from Max. You also might want to uncheck the optimize box because I have been told that this can cause problems.
@Icarus No no! I've been searching for someone to over explain it for me :P, I'll do your suggestion. Do you know if I export an obj of my block in from max to udk to test the size, If it'll be in the same place? as i've noticed when you drag things from the content browser it just plops them into the scene xD
the white symbols look mixed up, the gaelic pattern , the star in the circle and the more flowery pattern don't match. might be better to go with a singular pattern and have it as an inlay rather than painted on : ] oh and you can export it as multiple object parts in an .obj and apply a separate material to each uv'd…
There's no FBX support in the current version. I don't know if there's any intention to support anything beyond OBJ in future releases. Eric or another Quixel representative would have to chime in there. :poly002: In regards to 3DO, I don't see why not. It's a good renderer. I've used it to create renders for some things…