not a bad start, it looks king of stubby but its hard to tell from that one angle. the biggest concern i have at the moment is how tight your edges are, most of them wont transfer well when you bake
this might help, create a sphere around your hairmesh and run this script http://www.scriptspot.com/3ds-max/scripts/normal-thief what it will do is transfer those sphere normals to the hairmesh and you`ll get nice smoothing
Thank you @Skinner3D, I'll make those corrections. I've never heard of light cards, I'll look into it. And yes, this is only half the geometry of armor. I wanted to get the material right before transferring it all over.
adobe let me resell my copy of photoshop (unwanted prize) a few years ago. all it took was to email them and have them point me to a license transfer form downloadable from their website, just sayin.
@Firith thanks a million for the paint over I am kinda stuck now. This paint over is definitely help. I felt that i lost some muscle definition when I transferred model from highpoly to lowpoly.
this is about texture projection not mesh transfer. Rather than screenshots the 'export to photoshop' option exports a screenshot, camera coords and splits the viewport shading into a sepeate layer so you can paint on the model then project it into the texture in mudbox
Hey everyone just another quick update. I finished my first basic material pass to get the materials right. Identifying materials and transferring it to 3D is one of my biggest weakness so any feedback is appreciated.
First, get some real beer, you need something suitable for proper troubleshooting. Criminy, Cbonez. Are the sub objects parented to a main object or are they loose, and added into Transfer Maps separately? Did you delete history on them?
Yeah I set keyframes as well to explode the objects. On a related note, anyone know if there's a way for transfer maps to take into account smooth preview, so as not to have to convert all the meshes to real smoothed meshes when baking?
There are alot of files; that was the point of the file texture manager, transfer texture assets from one folder to another. Why can't file texture manager fix this mistake; or does there not exist another tool to update file paths in maya ?