@Krystian_Zem thank you very much man !! yeah sure heres a break down most of it was done in post so I just got a normal render from keyshot, I think I used the default lighting set up. Then I brought it into photoshop and went to select - color range and selected the lightest value on the model, and brought the fuzziness…
There is probably something in the underlying rig that got shifted somehow (Like a group node or something). Sometimes that's just a bug with the rigging that needs to be cleaned up, or that the animator accidentally selected a parent object and moved it when those things should be locked. So try pressing "up" on the…
That's because those are other mesh groups and are being treated as different objects for texturing purposes. You won't be able to select them from the group you're currently working in. Click on the group you'd like to work with in 3DO, or use the dropdown selection from the DDO interface to switch between groups and…
So I ended up collapsing the Unwrap UVW modifier and making the fixes - strangely, checking preserve UV's then fixing the problems didn't work. Either way, all I have to do now is redefine a couple of seams and I'm done - thanks for saving me hours of work, Ian! Just a quick question - is there a tool or script that allows…
@bitinn No worries, mate. Oh yeah, the "Material ID" was something that both Quixel and Substance products started using for their masking system, so it got a new meaning that way. Just for fun, the first result when googling "material id" brings up 3ds Max's documentation about assigning material on the polygon level to a…
Also if you're using 3dsmax2012 you can do similar tasks without using peel mode. I personally don't trust peel mode yet enough to use it all the time, with it always on it's always trying to relax and I forget that, with quick peel it sometimes works but not always and there are some times some action I do triggers some…
base on my personal experiences, the best way for creating normal is using Xnormal ! it free and more accurate compare to zbrush ! if u want learn about how to use Xnormal and zbrush pipeline here is a short tutorial : http://eat3d.com/free/zbrush_xnormal but here how u can do normal maps with zbrush: u can import ur…
I don't know if you are using max, maya or blender, but the principle works the same. Create a nurbs curve that follows the flow and direction you want. In this case a L-shape that extends into one direction. (Using the orthographic views usually helps a lot when creating a curve). Modify the curve to the desired position…
You can also turn on the "Lighting Only" view mode in the persp viewport to see un-textured meshes with lights on them. You can also: - Rclick static mesh in level - Select > Select All Static Mesh Actors - Open Properties window (f4) - navigate to Static Mesh Actor > Static Mesh Component > Rendering - Under "Materials"…
Thanks guys. Hmm,it seems that cage is nothing but a copy of my low poly mesh. While ray tracing high poly mesh resides between low poly and copy of low poly mesh aka cage. So,before I selected only one low poly mesh.Now I select this same mesh twice.First as low poly mesh,second as cage. I see that I can add more mesh in…