hmm photoshop?? Dunno for the first two but in the preference menu you can set up the scale of your "brush size slide". By default it scales the brush of one pixel, i personally set it up to 5. Hope that helps
Do you mean that you have a double sided piece of clothing, and that the weights on one side are different than the back side? quickest way to solve that which I know if is to select by vertex and apply weights by flood fill. Then you can smooth it afterwards if needed. This way you can make a vertex selection in wireframe…
I had a deeper look at this today. It looks like: * Blurry refraction is not supported in Viewer * You may want to set Distortion Limit to 1.0 for export to Viewer, this will create a more noticeable distortion effect (the default value is tuned for corneas for typical character art assets) * You may be able to mimic the…
Is this just for adding detail or are you having them be created by a vehicle? Gearbox used decals for their decorative tire tracks in BL3. Though I think they modified the decals, instead of using the default. https://youtu.be/R0-ynCTdCow?t=2498
Hm looks like they've removed Heidi which was a 100% software renderer. Try switching to the other two options and see if that helps. Just out of curiosity, was it on nitrous by default? I've heard a few ppl are experiencing some bugs with it.
thanks kawe :) I edited the above post, you'll see I imported my objects- I suspect thats where the problem has arisen. I'm guessing modo names all its sets 'texture' by default cheers
That's one smoothing group and about 4 others so Id have to split those as well. Text tools has all of the same tools as the default unwrap tools. Should I be using text tools for any other reason?
Bit of an update on this; Did a 2k test bake with default render settings (making the normals map look a bit choppy in places). Lowpoly tricount is around 6k tris. I'll add the rest of the details (text, logo etc.) in PS.
I love this! Great work! Im curious about Vray in modo, I use modo at work but we use their default render. Do you set up your materails the same? or are you using V-Ray materials?
Thanks. Do you know why there's an option to change the color for the albedo map in Marmoset, even when you have a map? I'm thinking it just overrides the specular color? I'm leaving it at white for now, since that's what it was at by default.