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…
Sorry if this isn't in the right place; I wasn't sure where best to post it. I've noticed there's a weird bug when I try to upload some images. I'll often get a random image that fails to upload when it's not too dissimilar to others in size, resolution, and format. I've noticed the ones that load successfully tend to have…
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…
UPD: Even when I export the displacement 16 bit (multi map exporter) and import it back into zbrush in the tool>displacement map and apply it to the SubDiv8 basemesh, these artifacts appear on the seams... even in the zbrush itself.
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…