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Need to bake my maya material?
Amnesiaplayer Offline
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Posts: 539
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Joined: Jun 2014
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#9
RE: Need to bake my maya material?

(06-14-2015, 01:11 PM)Traggey Wrote: The reason why you shouldn't use JPG is partially because of quality, but mostly because game engines are simply not build to use jpg files. Many use DDS textures because of the compression settings, making the textures more suited for gameplay use, rendering lower quality verisions the farther away from it you are for example, also know as mipmapping. With JPG, you don't get any mipmapping.

As for the UV channel thing, when you create a UV map, there are different channels for it. For example Unreal engine uses channel 1 for textures, and channel 2 for shadow maps.

You might have just accidentaly put the UV map on the second UV channel instead of the first, HPL does not use channel 2 and that would result in your old bad UV's being imported instead.

Oh... yeah but Now I made my trample steam, it's finished. I made them in 5 parts, and I added like, 2/3 textures per part. but Export doesn't work. Because I get error Sad
I used dds for every textures this time, buit it still doesn't work.. I really don't know why!
I tried what you said,
and it worked, I opened it up in new scene, all the texture were there.
Now, I have 2 pics, one how it looks like in the modelview, WITHOUT textures, and oen in maya. btw, if I put all the textures (.dds) in the file where the .dae file is, it gives me an error in modelview, Couldn't load (diffirent picture names.DDS)
I really can't export it somehow, but I have all the settings good, Btw, some objects are even not there...


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06-14-2015, 02:14 PM
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Messages In This Thread
Need to bake my maya material? - by Amnesiaplayer - 06-12-2015, 01:35 PM
RE: Need to bake my maya material? - by RaideX - 06-13-2015, 11:08 AM
RE: Need to bake my maya material? - by Traggey - 06-13-2015, 01:43 PM
RE: Need to bake my maya material? - by Traggey - 06-14-2015, 01:11 PM
RE: Need to bake my maya material? - by Amnesiaplayer - 06-14-2015, 02:14 PM



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