i never export any -.mtl files because i dont have any materials applied. also there are like 3-4 maps and people should know how drag n drop the texture into the corresponding channel. everybody uses different render engines, you would have to convert my vray material into redshift or octane. so manual labour is gonna happen either way. i find it without any .mtls much cleaner and helps with organizing. also good training ;) cheers
Thank you for your very prompt response !!
And, Fair Comment !!
FWIW, I use PoserPro , TurboCAD & LiveHome 3D Pro (*) rather than eg Blender, preview props in 3DOC and Poser PropViewer. Having to re-UV-UnWrap bare meshes and re-paint their maps is so a chore...
*) 'LH 3D Pro' may look a 'toy', and certainly lacks many 'CAD' tools, but can handle surprisingly complex house / street models...
I hope it will be! I am trying to create an underground cave system from scratch, for a graphic treasure hunt story for my daughter! I don't model myself, so I have to rely upon the 3d objects which are already out there... and I am just learning how to use Daz 3D. So, I'm in the beginning stages. Luckily, I can write. :-)
I like your normal map . I am just learning about what they are and how important they are for the realism of the render.
Do you mind me asking how you created yours? I have *many* flat looking surfaces without any normal maps that I might have to either abandon or find a way to create the maps myself.
Thanks in advance
sounds nice :) of course you can ask. i create them by baking the normals from the high poly scan in zbrush. but zbrushs normal maps look a bit soft. i also use knald (technologies). its a tool were you can take any picture and convert it to a normal map. very useful. i then combine them in photoshop by overlaying them with the overlay blendmode. thats about it. look into normal maps and bump maps. what the differences are :) might be interesting for you
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