Editable Poly is what made Meshtools et al possible in the first place. So we are both talking functionality, not the technical underpinnings (of which I have no clue of), correct? Because Meshtools brought all the poly modelling goodies: Connect/Divide/Push/Pull/Relax/Inset and so on as well as selection functions like…
Simple to fix with export settings from Zbrush. Turn off this button : In fact, also turn off "Txr" and "Mrg" unless you specifically want to export your highpoly with texture and UVs. It makes the export faster and the obj file lighter.
Maybe someone can export it as FBX and Collada? I think for binding the mesh to it in and exporting the character you only need the FK bones, right? No need for the whole working rig with IK. Or are there any IK elements used in the engine after export?
Okay I made a little tutorial so you don't have the same problems as I did. In regards to Maya 2012 to export to Crysis you need to add a shelf to Maya which contains the export tools. It’s quite straight forward once you have broken down what the techs at Crytek are trying to say - http://sdk.crydev.net/display/SDKDOC3/I…
Not enough information, and your subject line doesn't describe your problem . A better subject would be "Exporting problem from Blender to ..." What game are you exporting to? Does it have docs on how to import models? Does the exporter you're using have documentation?
Hello wow this is so cool love the theme. Have a few Questions. 1. Can we use MakeHuman 3D program to make our base mesh for our beast as long as we topo it and change it so that it is ours like it says in the MakeHuman 3D policy? 2. Layout of the tris does matter right? I mean I cant just use Decimation Master in ZBrush…
@steppan Yup this one is only for max as it's an mcr. I think for maya user they can check about a mel script "froTools" and as I remember there is something like an exporter or at least something more advanced than export directly with the basic exporter of maya.
The naming convention is defines by the export presets in Substance Painter. Do edit those names, you can either edit the original export presets or simply create your own. See : https://support.allegorithmic.com/documentation/display/SPDOC/Creating+export+presets
We have a scene put togheter in max and want to export it to udk. it is alot of objects and they need to be placed very correctly. To save alot of time i would like to export the objects with its current position and keep that position in udk. Is this possible? I think aligning the pivot to center before export will be a…
Hey all, I'm not entirely sure how to describe what I am looking to do in Unreal, But basically I followed along with Abe Leal's newest video on the Adobe Substance 3D Youtube channel where he textures a shark characters but he uses a technique where he creates a value map first and then uses a color gradient that uses the…