Yeah like has been said it takes a bit to iron out all the kinks until it becomes a routine. I use Zbrush, 3dmax and xnormal. I never worry about the viewer because I am only interested in the maps. Some stuff that might help. Most of it you are doing already. Export your finished high poly out of Zbrush as an obj, if you…
If you are applying for a job at a studio that uses max or Maya, you should be familiar enough with the packages that it doesn't become an issue during interviews. During interviews with a company I told them I hadn't used Max at my last job but I was learning it, and did the art test in Maya instead, and it ended up being…
I've created many good looking smaller maps in World Machine, but I have a hard time envisioning the workflow for a larger map like Fallout's. Here's my guess -- does the following process sound somewhat correct? * Export geographical heightmap of Boston using real data * Import into WM and render as mesh * Export mesh,…
Online 3D-models viewer editor.alternativaplatform.com has been released by AlternativaPlatform company . Viewer supports 3DS format, as well as the added ability to export the scene in the A3D and view the model animation. The Online viewer solves demonstration and applicative tasks. On the one hand, it generates an…
I'm working on a mesh with several pieces that doesn't seem to import correctly. I've had no trouble with numerous other meshes along the way and haven't adjusted my export settings at all. The meshes naturally require their original surface normals to display correctly, yet I'm unable to bring the full mesh in without…
Asset creation tutorial is also terrible. I spent "3 months" to understand how character rope/cloth/hair physics actually works. Because the info on the documentation was plain "wrong". Mate, I have exported working characters/objects/guns to Cryengine over the years. Even worked with the Cryengine 2. Neither today nor…
So for this week's progress I've further developed more on my interior , and ive Textured my Hero Asset to set a texture benchmark for my other sets in the scene. I've also seperated the sets I need to the side so its easier to export and bring it to unreal and build my scene there . Oh ya I've also imported Manny ( or wtv…
Heya Magnus, You sure the animation FBXs are exported correctly? I am exporting from max 2009 , selecting the object "export selected"; I have tried it both by exporting all animations with a mesh in the file, and also without a mesh in the file (while importing maintaining the mesh in another static pose file with the…
Hi, thanks for replying. Firstly, we don't need to bake an object-specific normal map? But if we put normal decals on our object while texturing, and exporting that would definitely work, right? Because we are exporting the textures and the normal map is going to export? Without baking it right? So in pre-processing, we…
I'm assuming you exported the fbx from zbrush? If so it probably makes crap fbxs because it's weird. Run it through something that isn't before shoving it up painter