Hi guys :) I have some model with separate parts (on single mesh) which i want to separately paint in different color and have separate control of roughness. I create 4 channel (R, G, B, Y) color id map. Use "mask" nodes and separate black and white masks of all 4 colors. Using that maps as alpha in 4 lerps i easilly…
Max decided to reset all of my material IDs while I had a single material on my model, and after spending about a day unwrapping and baking AO I realized my material IDs were gone. For some reason my autobackup had reverted to only 3 saves every 5 minutes and my last incremental save was from the day before. The model has…
Issue .. colour ID anti aliasing with Zbrush - xNormal - DDO pipeline So I've been following some tutorial videos for using Zbrush, xNormal and DDO. Colour Id's being created in ZBrush and the maps exported with xNormal. The video suggests simply using a hard edged brush is enough. I've also tried solid coloured subtools.…
Hi guys, my id map colors seem to get reshuffled constantly. Not sure what I`m doing wrong. I have one project where I defined all the colors/mats, then I save a preset from document. When I create a new project with a new color id map (using the same colors) and use my previously defined preset, the materials get assigned…
Hey guys , i decided to add some details into my normal map via ndo, but now i cannot figure out how to assign those new details/areas to my ID map. Is there a simple solution im missing
Tried to apply a smart material that i saved myself after tweaking an excisting material. When trying to apply this material to a color ID on another project the materail ends up inside the group of a different color ID. The color ID is fine and works well with other materials. This only seems to happen when i try to load…
Hey guys, hopefully a quick one. I've not managed to find much about this for Maya, so here goes. Simple version: I want to bake normals using material ID's instead of explode baking things all the time. The link below starts with something like this: "bake from a high poly model to a low poly by matching material ids to…
Uh, I don't even know how to describe this. I'm currently trying to make textures for UE4 using ID, Normal and AO maps for a couple human characters. The issue? I create several links using the ID maps, but only about 5 of them get actually generated after all the processing. The other issue is, since I can't seem to…
Hey there, I'm having a bunch of bugs that have completely prevented me from doing anything productive today: 1. I've done a character with a bunch of different IDs, created all of his materials, and then I realized I'm missing one map ID for another specific material. I edit my map and add a new color then refresh…
so i'm trying to export a skeletal mesh from 3ds max to UDK, and it's giving me this error: what it's referring to, is that those verticies aren't skinned to a correct bone. here's the thing. if i try i mesh i'd exported previously, any animations with that skeleton work fine. so the bones ARE okay, they're all correct.…