Hello everyone, I've been running into an extremely frustrating issue with maya as of last week where if I try to snap a mesh to another mesh, instead of snapping to the vertex I choose (snap to vertex mode on, tried it with hotkey and from the toolbar) I get snapped to random points in world space where there is…
Hello! Im trying to texture a housemodel i have made for UT3 but im not sure what technique i shuld use ? Usually when its a small prop i build a lowpoly model clone it and the second mesh i put some extra segments to and export it to mudbox.I then subdevide it a few steps and detail it,Usually a couple of million…
General shoutout here to anyone who might know of a standalone vertex painter. I've seen a lot of third party UV unwrap packages and I'm wondering if there's something out there similar but just is a vertex painting app? I've been trying tirelessly trying to get some decent material blending in the old idtech 4 (DooM3)…
Hi guys! I'm not sure whether or not my normal map baking workflow is synced. I am using 3ds Max 2016 for baking and Unity 5 as my target game engine. Ideally, I just want to make my low poly object a single SG and not care about hard edges and UV splits anymore. As I understand it, the synced tangent basis workflow allows…
Hi everyone, I've read a ton of threads here on this topic, and I'm still having some issues baking some simple normal maps in XNormal from Blender. I'm hoping if I post my own examples and particular workflow, I might be able to get some more specific advice. I'm starting with the high poly on a simple test object. I have…
heyho. I have sometimes a strange problem with exporting obj from max into zbrush and it happens again and i still dont know why and how i can solve this. My model normals are fliped and i tryd with changing some export options in max or flip there normals and export. everytime the model is wrong. know anyone this kind of…
Hello, I'm having a peculiar issue with exporting from Marmoset Toolbag 2. Some of the model renders correclty while some objects have a high glossy finish, almost as though some maps (roughness) were not exported. I've attached images and any assistance is appreciated. How it should be. (Wheel) In marmoset tool bag 2 Some…
So, in 3ds Max, it seems that if you place an Unwrap UVW modifier or a Turn To Mesh modifier at the top of the stack the FBX plugin will export the Binormals and Tangents. If they are not at the top of the stack, even if you check Tangents and Binormals in the FBX Export window, they will not be exported. Any care to…
Check your ASE exporter panel; the mnemonic I've always been taught for UDK export is "2-2-1"; that is, the first group box should have the first two checkboxes ticked, the second the first two, the last only one checkbox. This exports everything a static mesh really needs and nothing it doesn't.
Your lowpoly and/or cage must be reading as all hard edges. Check it in the xNormal 3d viewer. Either it's been exported that way, or you've mistakenly set "harden normals" or whatever the phrasing used in xN is under the mesh list. (you'd want use exported normals, assuming you've exported the mesh with the correct…