Thanks for the reports! I haven't been able to repro this myself so it does seem to be machine specific to at least some extent, but I'll try a few fixes that will hopefully prevent this issue in the next release. Thanks, - Teddy
Which in a normal game art environment, you really only need to for height maps for terrain. But really how often are you using pressure to an extent where that would affect your work flow even in 16bit.
hmm that's really odd, so you selected png and enabled the alpha checkbox while setting the mode to animation. also i'm not getting such lowres results over here, why is the extension on your image jpg btw?
add a sane and decent c api that makes pipeline integration and writing custom extensions a nice experience and you basically have the ideal asset modeler. making the application as nice for programmers as artists to use is crucial imo.
Thanks for the report Rafael, and thank you so much for your extensive testing! I will look in to this with a Dev-person and see if we can figure this out! Sorry I don´t have an answer right away.
Hi there! I'm afraid you can't, because the items are not supposed to be modifications ot the original mesh, but rather extensions. They'll be applied over the base model in the client, so the deleted polygons won't transfer over. Sorry.
Depending on what you're after, fStretch might be something worth looking at. It's probably the quickest way to get non-linear types of blendshapes without extensive bulge controls or a blend shape army. And it's super fun to use!
Isn't properly synced to anything. Go ahead, bake a box with soft normals in maya, check it in maya HQ viewport(it will look great) then throw it into marmoset. =P We used Maya for exporting and animations for marmoset, but that's the extent of it.
So, what is this exactly? Some sort of Slack + Trello situation? How extensive is the task tracking? Can you do detailed bug reports with attachments, set priority, mark things in progress/review/done, etc?
thanks for all the great encouragement and stuff :) hopefully Ill have some games to show in a few months, its a little scary cause Im not just the 3D artist Im also the level designer to some extent :)