Are you using the UED exporter or a generic *.ase exporter? You said Multi-Sub, which means 3DS Max. No clue how 3DS Max does the export for UED and what it requires. But get multiple materials on the mesh, or just separate the glass from the body in 3DS Max, then join them at export. Have not used 3DS Max since v6.
Hi I have a model subdivided into 4 pieces, I export all fine at highest subdivision to be able to import them into xnormal , but when I export the Blade ( part of a sword ) it says all time file succesfully saved , but it takes less than a second to save and shows no precomputing , the item is 9 subdivision levels and whe…
Hey all, I've been using this workflow to bake material IDs from ZBrush: Grabbing a subtool with Polygroups, going to Polypaint > Polypaint from Polygroups. Export to TB3 and bake vertex colors. Is there a faster way to do this? I was hoping to find a similar way to export polygroup information, e.g. when you export a…
Ah, yeah, if you're using maya--check the outliner to see if there's ugliness going on--even ghostnodes might be being exported as unique subassets. And that would explain the crazy material count. It's worth mentioning that the 'export selected' for FBX doesn't always ONLY export the selected. I'm still trying to figure…
My best guess here is you're exporting with a material applied to the mesh that has the texture tiling more than 1.0. Exporting for UDK, you need to have only textures that are set in your max materials to tile 1.0, otherwise it seems to compensate for the tiling by stretching your UVs on export. An easy check is to export…
Hey Decorix, you don't need to actually bake the texture, this would be the wrong term. Just export/save it. Exporting textures can be done in two ways in Substance Designer: 1. Click on the small Gear-icon in the Graph-Toolbar and choose to export the outputs. or 2. Right-Click the graph-name in your Substance package and…
About your invisibility issue..I can't remember specifically about Quake3/MD3 exporters for max but some engines do not like exporting "editable poly" as a skinned mesh. What I am getting to is some engines will export a file that is a proper filesize but the data simply won't render. - Some proprietary exporters need an…
I think I finally got a bake that doesn't require much if any touch up in photoshop. I decided to work on an asset for the current scene I'm working on and I'm very happy with the results. Hopefully the AO bake will go as well. Here were the steps I used for this test: 1. Exported base mesh in Max w/ Zbrush settings option…
You can open one of the maps included in the single-player campaign and take a look how it's done. All vegetation and texture layers can be exported - that would give you a nice amount of stuff to play around with and you can replace the vegetation models (and retain their position, rotation etc.) at any given time via…
Finished Model (textured & rendered): Hey guys, my name is John Kilbride, and I'm a freelance Hard Surface
Artist. I decided I wanted to give a small look into my workflow
using CAD-modelling software for game-ready props, since when I started out experimenting with this there wasn't a lot of direction after exporting from…