I think there are plugins for this (flatiron?) but honestly, just packing the 20 into a texture by hand and then moving and scaling the uvs to fit wont take too much time and then it will all be done just the way you want. It does get painful though when you have about 100 models, when Ive had that problem Ive used maya to…
@Chimp, Yes! iOS support as soon as I get my hands on a mac. At the moment I'm just using Unity's legacy diffuse shader. PBR is certainly possible, it could just use Unity's Standard shader, but it comes at a performance hit on what's already an intensive app. I could make it a global setting or have an import checklist…
Okay, I've got the normals fix by screwing around with cages. Looks great in Max! Thanks! Now I just need to get it into unreal properly. I pulled the model in as a static mesh, and also pulled in my diffuse and normal. For some reason, the seams are showing up awfully. I've played with flipping the green channel and…
after making a high poly version in mudbox and painting diffuse and specular maps, this is what I have. Unfortunately I am still having problems with the normal map transfer. Below is the low poly with the high poly normals mapped to it. Have I just made a bad high poly version or is there something I am not doing in the…
Some nice paint overs in this thread! Another tip is to bake a light map for your model. It doesn't have to be anything fancy. Just a skylight + light tracer can give you some good effects already. Do put a plane under your model when baking. Here's an example: You don't even have to use it in your final diffuse. It could…
Generating AO from an image generated normal map works only for some shapes. It is fine to use if you don't have time to bake or are lazy. Baking your AO from meshes will generate a proper AO. Now that AO maps are actually being used by modern shaders, rather then just being a diffuse overlay, it is becoming more important…
You can use custom code nodes to handle whatever you want within full ShaderFX I've ported the diffuse and specular IBL models found in the substance designer shaders to ShaderFX successfully this way and they work great. Obviously you need to understand vaguely how the code works but it's not that hard Edit. It did mean…
Right, that will take a little more fiddling. You'll want to have two UV maps on your mesh - one that the texture is applied to, and one you bake to. Do the scrambling on the UV map the texture is applied to, but keep the baking one clean and unscrambled. Change the "Final Color" output to "Diffuse Color" - otherwise…
Any feedback on him would be greatly appreciated :D He has a Diffuse map, Spec map, glow map, and Normal map :) The back story behind this character is that he is a demon, who has had his time. Now hiding himself away he practices simple magic, yet don't let his size and age fool you. If threatened he can move as quick as…
I got tired of laying out lightmap UVs manually in Maya, so I wrote a tool that made it a lot easier for me. It makes quick work of copying your diffuse channel UV's to secondary UV sets, and laying out multiple objects separately or together in 0 to 1 space based on your need. Here's a video and web link:…