Triangulate the mesh at export from max before baking. (lots of ways you can do so: just tick the preserver triangulation tickbox on the fbx export dialog or just add a turn to poly modifier and set max face sides to 3 then export to painter) (edit it actually looks like you triangulated in the first pic, What I would do…
I made pretty much the same sort of katana in C4D too - back when I did my Hit-Girl model. Here are my suggestions: In case you can't read my chicken scratch... My suggestions for the first problem are pretty basic 1. Check the normals on you faces. Reversed normals might not draw if you've got backfaces or 2-sided off in…
Thanks Ancient. I know what you mean about the crotch. The intent was to give him that chicken butt kinda look where his pants sag due to his thin physique/the pant cut/and pose. But I might not have pulled it off successfully. I'd like to revisit some of these suggestions concerning the details, so I'll definitely be…
Hello! In Blender, I have a mesh with properly hard edges set up and ready to export. My client asked me about the availability of smoothing groups in 3D Max. I export with Geometry>Smoothing>Edges. It works fine in most cases and after importing to Max there are correct smoothing groups, but in this case, it is incorrect…
Does anyone know a simple way to get camera information from Maya 2011 to after effects? I'm doing an animation which is being composited in after effects. Usually the guys i'm working with use Cinema4D and all they need to do is export an image sequence in .RPF format and check the "export camera info" option. Maya doesnt…
Hello, It has come to a point where i need some help, i understand prefabs from an old topic i created that will be very useful to me later on down the line. However the problem is exporting meshes from maya to udk. The image below shows what i mean. In maya i can set up refrences, i have master file so that i can reload…
So for a very late update (been a bit busy lately) The W:H for the map is 2:1 but for testing I just exported the maps 1:1 Hope someone can help or point me in the right direction. Attached is a few screen grabs, I'm not nearly done texturing but I decided to test my textures and came across the following. The roughness…
That's the whole thing! The FBX exporter "recieves" the model in its internal representation. It looks like dynamic diagonals reorientation is performed by maya in realtime without affecting actual model representation in memory. The worst thing is that I found no way to match visible triangulation in viewport and what you…
From the documentation on the exporter: "hasValidTangents: This tells the engine whether the mesh already has valid tangents or not. If a mesh doesnt provide valid tangents they will be generated by DirectX. This is not preferred as 3D packages tend to do a better job." So yup, it is using XSI's generated tangents. I…
I read through the thread and saw the bit about how the exporter is not ready atm. I am interested in getting a simliar result in ue4 as i have in the 3d0 preview. Is it possible at all to get the proper input maps like roughness etc? Maybe we can get the guy who did the dues-ex scene to explain how he applied the maps…