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Forum: Technical Talk Yesterday, 05:10 AM
Replies: 386
Views: 48,543
Posted By Farfarer
My toolkit doesn't really do anything with...

My toolkit doesn't really do anything with smoothing groups - in fact the only thing it's capable of doing to affect them is if you tell it to remove all smoothing groups as you convert a mesh to...
Forum: Technical Talk 01-24-2015, 11:06 AM
Replies: 4
Views: 254
Posted By Farfarer
You trend to supply an AO map as a separate...

You trend to supply an AO map as a separate texture (or texture channel).
Forum: Technical Talk 01-24-2015, 10:44 AM
Replies: 53
Views: 11,595
Posted By Farfarer
There's no real hard and fast rules on bit depth....

There's no real hard and fast rules on bit depth. Generally if you're baking object/world space maps for later conversion, you'll want to keep it at 16bit (or greater, but 16bit generally suffices)....
Forum: Technical Talk 01-23-2015, 05:04 PM
Replies: 386
Views: 48,543
Posted By Farfarer
As Warren said... as far as I know exporting...

As Warren said... as far as I know exporting stuff using my toolkit works with everything I've tried it with (Dota2, UE4, Unity3D, 3DS Max, xNormal, Handplane).

Smoothing groups do actually export...
Forum: Technical Talk 01-20-2015, 12:39 PM
Replies: 386
Views: 48,543
Posted By Farfarer
MODO does export smoothing groups to FBX, but I'd...

MODO does export smoothing groups to FBX, but I'd recommend not using them as they're kind of broken.

Vertex normals export properly, but there is a bug in 801 SP3 for vertex normals if you're...
Forum: General Discussion 01-19-2015, 04:16 PM
Replies: 125
Views: 15,620
Posted By Farfarer
Even as a Modo fanboy, I have to agree. If...

Even as a Modo fanboy, I have to agree.

If you're after a studio position, definitely get the hang of Max or Maya. Most studios will use one of those as their primary tool. There aren't a ton of...
Forum: Technical Talk 01-18-2015, 05:26 PM
Replies: 1
Views: 92
Posted By Farfarer
Having the morph map selected and editable isn't...

Having the morph map selected and editable isn't the same as deforming the mesh by it.

You'll have to apply a morph deformer to the high and low meshes, pick your exploded morph map, set it's...
Forum: Technical Talk 01-17-2015, 05:50 PM
Replies: 246
Views: 26,178
Posted By Farfarer
We don't have access to Steam at work, and I'd...

We don't have access to Steam at work, and I'd love to use this tool there if you were able to have another way of distributing it.
Forum: Technical Talk 01-16-2015, 05:57 AM
Replies: 533
Views: 155,301
Posted By Farfarer
The only reason I think it'd happen is if the...

The only reason I think it'd happen is if the triangulation was calculated differently on either side of the smoothing split. That could easily wind up with the normals and/or the tangents&bitangents...
Forum: Unreal Engine 01-16-2015, 03:11 AM
Replies: 120
Views: 5,724
Posted By Farfarer
MikkTSpace for skeletal is coming though, I...

MikkTSpace for skeletal is coming though, I think. Guessing 4.8? Maybe 4.7 release if there's still time in preview.
Forum: Technical Talk 01-15-2015, 08:25 AM
Replies: 8
Views: 429
Posted By Farfarer
Bad topology causes bad smoothing. You've...

Bad topology causes bad smoothing.

You've got two non-planar convex polygons in the mesh, which is going to cause issues unless you triangulate it properly.

The two polygons on the body at the...
Forum: General Discussion 01-14-2015, 10:56 AM
Replies: 125
Views: 15,620
Posted By Farfarer
Yeah, 0 on the numpad does that in Modo (or hit...

Yeah, 0 on the numpad does that in Modo (or hit the little opposing arrows at the top of the panel/viewport).
Forum: Technical Talk 01-13-2015, 04:38 PM
Replies: 6
Views: 286
Posted By Farfarer
I don't think they mean a single 2k texture to...

I don't think they mean a single 2k texture to contain ALL the maps. I would think a 2k diffuse, a 2k normal, a 2k material (spec, roughness, ao, metalness). Essentially have all the items on a...
Forum: Technical Talk 01-13-2015, 10:29 AM
Replies: 56
Views: 2,559
Posted By Farfarer
"In tangent space coordinates, a face normal (N)...

"In tangent space coordinates, a face normal (N) direction is used for Z axis on the coordination system."

Just a head up that this is (usually) a vertex normal, rather than a face normal...
Forum: Technical Talk 01-13-2015, 06:50 AM
Replies: 6
Views: 286
Posted By Farfarer
Yeah that's probably what you'll have to do....

Yeah that's probably what you'll have to do. Ensure that all of the UVs for the meshes fit into one UV space and then bake the textures over from the original UVs to the new UVs.

For the sake of...
Forum: Technical Talk 01-12-2015, 04:49 PM
Replies: 56
Views: 2,559
Posted By Farfarer
Is the mesh set to use MikkTSpace tangent basis...

Is the mesh set to use MikkTSpace tangent basis in Marmoset?
Forum: Technical Talk 01-11-2015, 06:48 AM
Replies: 6
Views: 507
Posted By Farfarer
You don't have to disable final color, that's...

You don't have to disable final color, that's just one of the render outputs. There's a drop down at the top which lets you select which output you wish to see. It will bake all active outputs and...
Forum: Technical Talk 01-10-2015, 06:14 PM
Replies: 6
Views: 507
Posted By Farfarer
Add a render output set to Geometry > Shading...

Add a render output set to Geometry > Shading Normal.
In it's properties, tick Remap Pixel Values.
Render > Bake from Object to Render Output.
Save the resulting Shading Normal bake.
:)
Forum: Technical Talk 01-10-2015, 07:36 AM
Replies: 1
Views: 154
Posted By Farfarer
That's pretty cool, nice one :)

That's pretty cool, nice one :)
Forum: Technical Talk 01-10-2015, 03:38 AM
Replies: 5
Views: 224
Posted By Farfarer
If you're exporting to FBX, there are settings...

If you're exporting to FBX, there are settings for what's exported in your main preferences (under FBX I/O). You can set export to "selected and hierarchy".
Forum: Technical Talk 01-09-2015, 01:09 PM
Replies: 56
Views: 2,559
Posted By Farfarer
Pior, that's odd. I use area & angle weighted...

Pior, that's odd. I use area & angle weighted normals in Modo and Handplane for the conversion and I've had no issues. Although I'm exporting via FBX, rather than OBJ.


This is an issue with the...
Forum: General Discussion 01-09-2015, 10:09 AM
Replies: 72
Views: 6,074
Posted By Farfarer
That's true. Perhaps I should have worded it as...

That's true. Perhaps I should have worded it as "convex ngons". However, convex quads are just as problematic (although more easily fixed).

Basically anything that might wind up with unintended...
Forum: Technical Talk 01-09-2015, 04:53 AM
Replies: 5
Views: 224
Posted By Farfarer
Yeah, it's trying to bake the high and low poly...

Yeah, it's trying to bake the high and low poly UVs, you'll need to remove the UV map for the high poly (or rename it on the high poly to be something other than "Texture").
Forum: General Discussion 01-09-2015, 03:26 AM
Replies: 72
Views: 6,074
Posted By Farfarer
I still hate ngons in low poly meshes, there are...

I still hate ngons in low poly meshes, there are still a lot of problems that arise with them.

But in high poly stuff? Do what the hell you want so long as it smooths well.
Forum: General Discussion 01-08-2015, 04:06 AM
Replies: 125
Views: 15,620
Posted By Farfarer
There's nothing particularly stand-out about the...

There's nothing particularly stand-out about the UV tools. They're good, but about the same level as anything else.

What I like is that it's just another viewport. So you can do modelling...
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