Hi Jerc, I was wondering.... I noticed that the normal maps baked and exported in Substance painter were almost identical to those created in Xnormal. I checked them out by overlaying them in photoshop. However, when I imported the normal map, it did not display properly in the painter view port. In fact, when I imported…
Simply fantastic man. Really impressive work, I love it ! as for this: "FYI for anyone working on the broadsword, the root jnt has a scale of 2.54 that you will have to change to 1 before export to get the scale correct. I'm going to double check that solution with someone from Torn banner." I had the same issue, except…
I keep all my projects split into Personal and School, now since I'm not in school anymore I'm probably just going to scrap the school folder since I won't need it. I keep all my projects separated in the personal folder, then different folders for each prop within a project. Then depending on the complexity of the prop I…
When importing into udk, make sure the pivot point of each object you export is at 0,0 in Maya. Also Import it by object as long as that object uses the same material. For instance if you just want to straight port it over to UDK and not have it editable you could select all you debris on the ground, export it. But now in…
@ Stirls : Hey Thanks...... Nope. fiber mesh is not geo. Under the BPR setting for Fibermesh you can set the Subdiv Sides Radius values, which changes what you get in the render...but.... under the Geometry tab just under the "Reconstruct Subdiv" button there is a "Convert BPR To Geo" button that will take all of those BPR…
Hi Maybe some of you can help me. Its about the smoothness slider that does not disappear even thou I have a roughness map in the metallic alpha channel. Furthermore the smoothness slider effects my roughness map - so if the slider does not disappear what value should I set it to, so Unity shows my material in the correct…
You can use Decimation Master before retopology so that whatever program you import it into doesn't have as much data to try and process. Just don't rely on Decimation Master for the retopology itself. Pretty much. There are times when having UVs on the sculpt can be useful, but in general they are not needed. I wouldn't…
Hmm the usual. Limited export options, polycount limit. Dynamics and rendering tab not available as its focused on game art. Comes with some options that make setting up and exporting into Dota a breeze. Possible upgrade path to the full thing in the future. Its a great way to learn and play with the application without…
Y_M: Wow thank you for that image. This whole time I was under the impression that the gate was more stoney then metallic. I was basing that off of the picture at the bottom. Also I really like the way you handled the gate. The problem I was facing was having enough detail in my HP and still being able to export it out to…
you gotta scroll to the bottom, of the tool sub menu, all the way the at bottom it should say export, open that up and turn off GRP. If group on it will export your obj as a ton of little subgroups and its just a huge mess. and di you bake the normal map in maya or in zbrush. also its hard to tell what those errors are, it…