Correct, this is the default behavior. Bake groups do not create additional PSDs. You don't need to take any extra actions to do this. The only system that creates additional PSDs is the Multiple Texture Sets option, which creates a new psd for each unique material applied to the low poly meshes…
There's a preserve uv mapping button under Edit Geometry in the editable poly, but it doesn't work too well if you're adding geo. Like what Perna said the unwrap info is stored when you collapse your modifier stack. You can also physically save your unwrap when you have a UV modifier applied. Then load it after you've made…
http://www.pixologic.com/docs/index.php/Baking_PolyPainting_into_a_Texture_Map This might help? Not sure, google searched it. Im fairly sure you need to have imported a low poly model with a uvw unwrap applied to the model before hand in your choice of 3D software. Then you can poly paint and export the map with the new…
ok help me guys. I started assembling the assets for the first mission of the game inside unity and got some strange outcomes. When I applied the normal maps (bumped diffuse), I don't know why it turned as if it was some shiny metal. And I guess Ill have to redo the terrain cause the texture size upclose is too pixelated…
That is cute! I immediately like the concept. Some of the texturing looks like it's had the Artistic>Cutout filter from Photoshop applied. Whether or not you've actually used it, perhaps it would be possible to deviate from this appearance a bit...? All I can think of to do that is either apply straighter lines or round…
Seems like there are some subtle differences. F1 allows you to work off campus where as J1 you have to apply to work off campus. J1 however allows you to apply to work outside of campus and your field for up to 3 years, F1 does not. F1 assumes you have financial support where as J1 assumes you require some kind of…
ya lets say i have a cube and when smoothed it turns into a ball. Even if i apply normals and all that, when smoothed it will turn into a ball. So I should definitly apply bevels and edge loops to keep the shape when its smoothed? All the beveling i do is to mainly maintain the shape of low poly. i kinda fear beveling,…
Learning light theory, and learning how to create realistic lighting within a game engine are kind of two different things. First you learn what it takes to create realistic and interesting (not necessarily realistic) lighting, and then learn the limits of whatever particular engine you're using and apply your knowledge of…
Hmm - I think I found the problem. It turns out that the displacement outputted by ZBRUSH also bakes the current bump map into the displacement map it outputs... so when I was exporting the bump from ZBRUSH and applying it again ontop of ht edisplaced map in MAX - something was going wonky and giving me these results. All…
thx for the advice guys, i think i'll definitely try to go in and make those changes soon. I actually did the whole thing b/c I applied for an entry level environment position and the company I applied to wanted to see more environment stuff. So I had a very small amount of time to work on it. yeluis: ya i see what you're…