SP did complain about one part having some tris on the high poly, but it was refusing to bake any of the meshes with AO etc. Even if I deselected everything else except for a smaller part, such as the eyes, it still failed. I did a test bake of only those (set up a new scene in Max and just had eyes_high/eyes_low and…
Check your export settings, some file types allow you to scale while exporting. Also if you import something as inches and export them as centimeters that might mess stuff up too.
Also, when I'm looking for tips to render and export as an image, I find that they export it through documents -> export. The resolution however is always set to 72 dpi, is there a way to change this to a higher resolution?
I also want to know, I have no problem exporting a scene as an .fbx file from UDK, however it doesn't seem to export the character even if I've placed it in the scene and chosen to export it
Exporter still not working, no errors no nothing. The Exporter window pops up I can set the file path and adjust everything else but when I hit the export button nothing happens.
I think this might be a bug in FBX export in 3dsmax 2015, prior to export, you should convert your mesh to editable mesh, then back to editable poly. If you export it then it should be ok.
So, I textured my low poly model and what I got is just texture maps exported... That's it? Just maps? Why can't I export the whole textured model? How can I use those exported maps? Can they be added to animated model in Unity or Maya?
You could also just rig and everything in max/maya, export to .smd format (there are working exporters for it), import the .smds in MilkShape and then export to .md5. The .smd format keeps smoothing intact and supports animations.
Hey everyone. I've been trying to solve this issue for about ~20 hours now and it's come to the point where I think it's quite nearly impossible to fix. The problem is my normal map seams. Basically I have sculpted my creature in Zbrush, exported it for 3D-coat, retoped and unwrapped it there. After went to 3DS-Max to…
Hello, What would be the best (easiest) way to align high poly and low poly meshes for baking in substance painter? My workflow so far goes like this: 1. Create base low poly model in 3ds max 2. Import LP mesh to Zbrush. Dynamesh -> Sculpt details -> Decimate -> Export (fbx) to 3ds max. 3. Import HP export to same scene…