Hello, I posted this in the tech talk forum but haven't received a reply so I figured I would move it over here to try again. I am working on the pipe organ and I baked out an AO using xnormal. I am having an issue where I'm losing my smoothing groups from 3ds max when I export it as an obj using guruware obj exporter…
Update on this problem. Obscura thanks for the idea, but doesn't work in my case. The GI is being calculated independently for each face, which creates seams along the edges. Also, since I need to output six separate bitmaps, baking won't work because it makes 1 image. What I've tried so far: 1. Rendering from six cameras.…
Just dragging the slider for the first target to 100 and keying it :) The material blend does work, the normal map is totally on, it's just darkening the whole material during the transition. If you look at the video again it even darkens the specular which is very odd. I managed to find a work around by copying the…
- You are making the wrong assumption that the end ingame model is the same as the basemesh for sculpting. It is sometimes the case (some art pipelines rely on for efficiency at the cost of fidelity), but very rarely so. The vast majority of art creation workflows for high-end characters rely on a "retopo" step - sometimes…
De-compiling the models: - Use CGFscape to extract the mdl files. - Then use CannonFodders mdl decompiler to break the .mdl down into .smd (you can use milkshape3D for this also which also imports .smd's and exports to .obj). - If you run into decompiling problems you need to open the .mdl file in a hex editor (hex not…
About normalmaps & engine. it really depends on the exporters and so on. Your 3d app will use its own way of generating the tangent vectors for the mesh before it "renders" the normalmap. If the exporter will actually take those and bring them in your engine, the results should be the same. However I guess most engines do…
Cross platform support = awesome Good customer support = sweet Base mesh editing while sculpting = holy crap! Support for UV mapping and normal map generation = FTW The program is clearly not a feature-rich as major applications like Maya, Max, or SoftImage. For that matter, it isn't even as feature rich as Blender.…
On/off topic kind of a two way, How high is your mesh and how is max(what version) handling it? Just curious, i do it the other way so idk i never tried it this way so interested to know. polish/crease before export to max? its a guess.
This job with the deadline as stated in the OP sounds right out of Mission Impossible: Highway to Hell. Ideally you should be given time to test your pipeline prior to jumping into the finer points of facial rigging in a software unfamiliar to you. I read about 16 hours but no consideration given to actually animating the…
Number 1 would probably be caused due to over writing your current mask with a new one. If you want to apply a effect for only your brick layer, then I would recommend creating a empty group, drag and drop your brick layer with its current mask into that empty group, then create a mask on the group and transfer your brick…