The confusion is caused by Ddo exporter. When you export to Vray sRGB, you get both a normal and a bump map. Anyway, most of the time, the bump map is only 50% gray flat, so I just skip it.
clearing isn't the best solution. you might bump into that problem again when you export, since some exporters take smoothing group off = smoothing groups on, so the whole model gets 1 smoothing group.
Yeah the workflow is a little different for everybody but the basic principle stays the same. Personally I wouldn't ever detail a posed character because it makes modeling the attributes fiddley. I model in an A pose, whack a rig in then result and then pose it in the game engine. One way to way to get what you want: 1/…
Characters - for this trailer only I used celeygons Eddie basketball content. Since there are 8 teams to choose from, I had to make 8 different jerseys and also a total of 16 faces. Using Photoshop for the jerseys and with the create a face feature in iclone 6, I was able to use one face as a template and create multiple…
Ah ok. Right. This is what I am doing for the first time using Blender (with a character that has some mechanical parts like a shovel). Blender, ZB and SP is all you really need. This is what I do: Forget remesher, it shines when you want to up your detail of the main sculpt. -Separate the chest from the lock. Clown paint…
Hey M-Cubed! It's good to see you here. :smile: My workflow depends on the type of work I'm doing. If I'm doing low-poly only: Export as *.OBJ -> create normal details in nDo 2 -> Convert normal details to AO -> Bake AO from xNormal or 3DO depending on whether or not I need additional shadows from vehicle wheels -> Combine…
Thanks again guys. This thread offers good info on 3D Printing but it can be a bit overwhelming too. http://www.zbrushcentral.com/zbc/showthread.php?t=57065&page=4&pp=15 What I do is as follows... Step 1 - Make sure your model has no open edges. I don't like the STL Check modifier myself. A quicker way is just switch to…
The thing with the metadata is almost certainly true. I'm pretty sure one can circumvent it by simply importing the final .obj or .fbx file into another 3d package like Blender, then from there, exporting it into a new file. In terms of selling assets on sites like Turbosquid or the Unity asset store, you wouldn't really…
Ive been exporting for little over 30 minutes and Im already frustrated with delete history, freeze transformations and then export. Anyone know of a good automation similar to TS_Tools? I used this when I was on Max and absolutely loved it http://www.tomshannon3d.com/2014/07/tstools-first-release-ue4-mass-fbx.html
Here is a screen shot of the ao map, but I'm getting an error which will not let me save out the bake. Any Ideas? I am converting the obj exports for high and low to quads, currently they're set for poly's in 3ds max obj exporter. Should that fix the issue? Here is the error