Version 2.4 Released • added automatic rgb/a packer on export About • RGB/A packing is useful for multichannel maps (e.g. unity metallic gloss), and helps avoid constant copy paste to alpha. • when within containing layer with [A] / (A) in the name, it will be automatically copied to alpha channel on export • if it has…
Hey Guys, thanks for the wealth of info. One more question... How do I export out multiple instances to XNormal. For example, I'm trying to export out around 20 instanced sculpted bricks. I want to bake these sculpted bricks to a flat low poly plane in XNormal. Is there some kind of trick to exporting out multiple…
just tested blender to maya via obj, and yes indeed it does export detached faces to maya. Maya does seem quite good at merging the vertices's, at spilt edges into 1 vert with multiple vertex normals though, just using the basic merge tool, with a low threshold. Still stupid to have to do so, blender should be able to…
Ok so i got it into world machine last night by doing this Export OBJ of terrain from UDK Import into mudbox Imported a plane of the same size into mudbox Extracted the displacement onto the plane at 2048x2048 Imported that height map into WM. Working well :) I haven't tried using the height map from UDK directly, i might…
You might be better off using the axis rotate tool. I've found it gives more predictable results when run via macros/scripts... I've also turned this into a Python script rather than a macro. Just easier in my eyes. #pythonimport lxlx.eval('tool.set actr.origin on')lx.eval('tool.setAttr axis.origin axis…
Another Michigander! Welcome I think all programs are going to be just a difficult to pick up from the start. Most of the programs are pretty powerful, which translates to: They have an intimidating amount of options. You may want to try a few of the other programs to see which 'feels' best to you. Everyone here is likely…
you can test the idea by doing an obj export and disable vertex colors to be exported, and then import that back in and see if the gradient is still there.
Glib, vertex normals and hard/soft edges can be independant when exporting, as an exporter could export one point for each of the normals of your vertex (when it's on a hard edge), but not actually export the vertex normal direction. But yeah, I'd be pretty surprised if Unreal can't do that... would suck. This is a great…
Not an expert, but using tris or quads is just a question of tesselation, right ? There's no need to use quads if you don't plan on using tesselation, and most exporters will re-triangulate your mesh anyway I think. Now I don't now your level in environment making, but this piece seems a bit too big to start with. You seem…
Im not as expert as Oglu. But from what I can tell, you have geometry that overlap each other? mudbox doesnt like that very much since theres no control cage for baking normals. Is there any reason why you must bake the normals inside mudbox? if not go with Xnormals. If you insist on using Mudbox for baking. You can try…