Hey, I can't find any tech support for Polycount so I guessed I'd make a forum post about it. I made a thread over in the 3D art section last night and I was editing it just earlier. When I went to save the edit it gave me an error saying I didn't have permissions and now it's completely disappeared? Can anyone help me?…
LATEST: For my next project, I'll be modeling this little cutie: Concept by Nicholas Cloister Here is my documented progress so far: Critiques welcome! This is my first attempt at a creature of this type. Any tips for brushes, alphas, or technique would be helpful. I'm thinking about trying Substance Painter/Designer for…
Ok, so i was working on a project (which went fine) untill i closed Substance and re-opened it. For some reason. I cant open the same fBX file anymore and i'm getting this error "[Scene 3D] Failed to load 3D scene. No meshes in scene" No overlaps on uv, not outside my uvs 0-1 and no inverted faces. And was working untill i…
Hi guys. as the title says my turbo smooth is doing some weird things and i have NO idea why... Maybe these images may help understand more of what is actually happening. Turbo Smooth On Turbo Smooth Off Please help... I got this model from a friend who wants me to work on it so i am unsure what he did to it... Is it…
Hey guys! Been working on this for a while and I think I have reached a point with this model where I think I can safely start a thread for it now :) It's meant to go in a game called BeamNG at some point. Right now the model has the AO and the normal map. What I'm planning on doing next is to fix a few little baking…
Is it possible to update the FBX exporter of 3DS Max? I'm using 2012, and apparently in that version the exporter doesn't like meshes with parts made via symmetry and displays the normal map as inverted on those parts in Substance Designer. I went to Autodesk's page and downloaded/installed the 2015 FBX SDK, hoping maybe…
I was testing out normal mapping renders in zbrush, following these instructions: http://206.145.80.239/zbc/showpost.php?p=212154&postcount=2 , and I get a wierd...error? maybe.. Now before, I rendered this: But I have no clue how I did it. I can't import higher poly models into max to render the normals, because my pc is…
In marmoset you can paint the cage distance pretty quickly in those tight spaces and get realtime updates on how it's looking. If your low poly is properly covering the high poly well in the first place your initial offset distance can just be so low that you will get all the high poly under the mesh before you get cage…
Avoiding penetration from an underlying model was my motivation for deleting everything from the body except for the head and hands because they are the only visible things from his body. I thought that splitting the mesh would facilitate me using the top part of the robe as his torso when I go to rig. I think I've got a…
That looks like a tangent issue which causes the reflected cubemap to not appear correcly. Bad unwrap and no unwrap can cause this. There are 2 obvious solutions: 1. Unwrap the mesh 2. zero out the specular so the cubemap don't even show up - so the error is non existant anymore. Or even, go with an unlit shader. - Don't…