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…
When I export my model from Maya as a .OBJ and import it into Blender, it as a lot a few holes and double the poly count. Is there a way to fix this? I also tried to export the file as a .FBX, but the result was the same. (I want to buy Maya LT to model, but it doesn't support SMD import/export plugins so I'm trying to…
Hey guys! So I've created some tank treads by instancing a single mesh, which I've path constrained and moved along the path into the correct positioning. Now when I try and export this for texturing, the FBX fails to export the model. Is there anyway to remove the path constraint completely and keep the positioning of the…
Hi! I'm trying to find a way for exporting my ANIMATED models from softimage XSI to the MD2 format! I tryed to export to dotXSI, then import into milkshape3D but milkshape3D doesn't import the animations! Can anyone help me with that? please! i spent a lot of time on writing an MD2 importer for my game and now i don't…
I don't know if this works for skeletal meshes, but in blender I use sharp edges with an Edge split modifier, but then before export I remove the edge split modifier. Then I export as obj and make sure the "Smooth Groups" option is checked in the export dialog. To import into UE4, I just use the autodesk fbx converter to…
How do i save my project as an obj? Should i export it and send you the obj version of the mesh instead of the actual file? Edit: I sent you the obj. There might be a couple little problems with the export maybe. I have learned to check the exported mesh here and there to make sure there no black faces on my model
export level0 of you mesh (one object at a time) to max. make sure to disable multiple object export/import option if any so that vertex order doesnt change. redo your UVs without changing any topology. then export that back to mudbox and use "import UV". then recreate level UVs in mudbox. it should work out fine.
- Should I move the high and low's into their own .blend files before exporting? As far as I know there is no reason to do that, you can just export them individually to their own .fbx (or whatever you want to use) with the "selected only" checkbox in the exporter. If you want to bake in Blender itself you need to have…
Actually, Painter supports a Non-PBR (Diff/Gloss/Spec) workflow out-of-the-box, all you have to do is set it up in the project settings, or even when you export the PBR maps you paint, you can convert them to non-PBR on export, since painter lets you choose which channels to export.
I' m exporting from 3ds max. Discard back-faces hits is checked in XNormal. I did explode the mesh on frame 2 and did export from frame two. Maybe this only works with the baker and not with the converting tool? EDIT: If I export a tangent space nm from the tesselated mesh, the tangent space nm looks good.