You can start with a mesh in Maya, doesn't have to be highpoly or anything (that would depend on what you're making and your own preference for how you like to work). When you export a mesh from zbrush, it will export the current subdivision level as an obj. So if you export the mesh at level 1 you might be left with…
as long as you can import the OBJ into Max without Max rearranging the Vertex order of the mesh, then yeah, it should work. Im not sure of the import/export options for Max, so check Pixologic's ZClassroom videos about the Max Workflow. Aside from those settings, everything is pretty straightforward: Just export your level…
You DA man Ok just a quick question Im setting up a Q3 server so that a few of the guys and myself at work can take our frustrations out on one another in a non-destructive way. Thats the easy part. What we would like to do is create some personalized models that looks like us. That I can do. The problem. Its been…
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3dsMax obj exporter had a bug which offsets UV verts while exporting poly. 3dsMax 2017 exporter has fix for this. If you use lower version, you can try to apply mesh select and export.
Thanks, that's a great help. Initially I was not that convinced of inserting a gamma adjustment layer that might have to be enabled and disabled based on the situation, but after thinking bout it a bit more I think, the best approach might actually be to just leave the gamma adjustment permanently turned on in the PSD…
its not an issue of which exporter you are using but something in the RC. the way it works is that the exporter generates a temporary dae file which gets send to the RC compiler. If the RC compiler has issues with the DAE file, it will return a warning like this. Dae Files are essentially XML formatted files, similar to…
The 3do previewer seems to have some weird curves applied that make it very difficult to match up to marmoset. It also blends the hdri cubemaps in a different way than marmoset does. Overall, it's mostly related to the gloss map but the spec color map also needs some tweaking. I mentioned similar issues here:…
you can export BSP in UDK. it's under File>Export>Export Selected (select the BSP face you want to export) I do it all the time to ensure that I have the right measurements for modular pieces I'm making.
I use OBJs with 3rd party software for ease of use uv-unwrapping and such. There are also many senarios where an OBJ format can come into play like old models you had exported to obj and then say your hard drive messed up and you have a bunch of OBJ's as the only copy and the normals are locked on them. Imagine if the said…