I use this for 3dsmax: http://www.raylightgames.com/xrayunwrap/. Costs a few bucks but is money well spent. Makes the unwrapping so much easier, more intuitive and time saving. I also recommend you get tex tools so you can normalize your uv islands (get even pixel density across the whole model). Also make it a habbit to…
The obvious answer is to flip the face normals then export again. The why of it is likely that the normals are flipped in max to begin with due to some quirk of the creation. Max doesn't default to enabling backface culling. select an object and right click, go to object properties, and select "backface cull" and see if…
If you mean project a normal map or ao to a rectuangular texture, There are 2 ways- 1.you still want to have you UVs take up the entire 0-1 in UV space. I would do it by laying out my UVs in the left half or bottom half of the 0-1 space in correct aspect ratio, and then scale it by a factor of 2 to fill up the entire UV…
See, that's the problem right there : clearly saying this in the proper voice recognition tone (that is to say the "talking to a misbehaving puppy voice"), would take something like 5 seconds ; whereas performing the same action using current (and pro-optimized) mouse and kb input methods would take something like 1/10th…
You are welcome :) If you are not using any 'fancy' algorithm, all faces are weighted. But this weighting is not calculated for entire object, just for the given layer. This way if your layer contains faces sharing the same normal direction they will become super flat. If you select green faces and add them to any layer,…
Make sure you don't have some other UV editing tool active when trying to select shells. Press Q and try your selection again. As far as I know, Maya won't know how to overlap specific UVs unless you overlap them manually or mirror your geometry after packing your UVs. The "per object" setting in the Layout options is…
I tried to reset the vertex normals, but still the same exact results in marmoset. What does your normal map look like when you test baked? Here is mine. Still a few weird bugs here and there but yea. I can't figure out why its showing up so weird on the model. Here is a picture to perfectly explain what is confusing me; I…
The texture looks weird because it is actually rendered in realtime (same as the 3d model), meaning that it is reacting to the light. That's why there is dark/lighter tones. You can bake an ID map in multiple ways. I usually do via material colors. Since you chose to bake a vertex color and you don't have a high poly with…
* With your object selected. In the polygon menu color-create empty color set. * In color menu again select batch bake (Mental ray) Option Box. * "Bake to" should be set to vertices, check bake set override and set color mode to occlusion, click convert and close. * You model should now look black and white, to make the…
If you have your MR set up to use image-based lighting: Render Options (Mental Ray)> Indirect Lighting **Environment**>And click on the image-based Lighting and select your image. Then go to Color>Batch Bake (Mental Ray) **OPTIONS**> Bake to VERTICIES> Then set the color mode to Light and Color. There are tons of options…