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…
Hello, Let's take a closer look! Please email us at support@marmoset.co with your scene bundle and mention in this topic: **Scene Bundle Export:** **1) **File > Export > Scene Bundle. (Save this to a newly created folder). **2) **The zip should contain: .tbscene file along with the /assets/ folder. **3) **Zip up the newly…
Before exporting my mesh into UDK i normally have it zero'd out in the middle of the grid in maya, but I was wondering if that is the most ideal way to export a asset into UDK? Is there a better spot to place the mesh on the grid before exporting that works better with the engine when moving assets around in the engine?
Small suggestions and a bug. * GLTF import would be cool. * GLTF export doesn't work if you create a texture project, It wont export it complains about missing textures even if you already exported the textures.
Create a 1-unit scale cube, export (double-checking export settings for scale parameters), import (again double-checking settings), and measure. Then tweak export and/or import settings until you achieve parity.
What are you trying to export? A normal map or Diffuse? Because your cracks don't export out in your Diffuse/Albedo unless you painted those in. Depth information gets baked and exported elsewhere.
When you say export both, does that mean export both the low poly, and the high poly added detail? Also is that exporting the model or the maps? Sorry for basic questions but I appreciate your help!