I recently made a really complex model of a destroyed wwii house using the rayfire plugin, so every brick is a standalone box, and i now need to export it to mudbox. The issue is swift loops are not possible because it would take weeks to add them to every box, and if i try to select all edges and chamfer them the…
SOLVED! it's a bug on xnormal, can't find any references on the web. The red channel it's being clamped when using 'use exported normals'. I can open the image on photoshop and adjust the levels of the red channel and it looks as intended. Had to export as 32bpp because it was really flat. Really late here so tomorrow i'll…
Hello, how can i export a model from 3ds max with two polygroups but with one texture set so when i import it in zbrush i can isolate the mesh parts by polygroups?
Hello ! I've sculpted a small object in zbrush yesterday and saved it as an obj instead of a ztool (I was planning on using it as a simple detail ztool on a base 2.5D tileable texture). Now when I opened the obj again in zbrush; I didn't see any of my color information. I tried creating a texture form polypaint, hit the…
We work with an inhouse game engine and has since day one experienced issues with the models crashing the game or simply not showing up on screen. At first we ran in to the usual roadblocks; mesh with history, scaling-issues etc. As we learned from our mistakes a few issues still remain unsolved and we can''t seem to get…
I have Kismet set up with a Matinee with all my camera Q's set up and I am ready to export for editing in Premier. Problem is, when i play in editor it stalls at my player start point. Here are the tuts I followed in their order 1 [ame=" https://www.youtube.com/watch?v=MmlKpB5LZYw&feature=related"]How to make a…
Hello! I am creating hair with the hair modifier in 3ds Max. I wanted to export it into keyshot to render. In order to do this, I had to convert the hair into a mesh. I did this by clicking on the option under Tools. However, when I turn it into a mesh, all of the ends flatten. The color and gradient are also taken out.…
Hm, ok. I just re-exported the mesh from Blender without adding any geometry and the cage is different than with the original fbx. original - oddly also shows those pink edges as being sharp without UV splits, which isn't so when I checked in Blender re-export - there's still one sharp edge without UV split being shown,…