Ok thanks, Thats good to know. I was worried that I was doing something wrong. But what specifically is causing the problem then I wonder. We are exporting out of Maya. I was told that they tried all the options in the FBX exporter and got the same results. Does anyone know the specifics of how you have to export/import so…
Really? I export FBX to UE4 all the time and it seems fine ... I use the 2010 exporter. It does smoothing correctly and doesn't break edges on me ... FBX is so f'ing weird. Different machines, different results... I assume you told it to export mesh smoothing in the preferences panel? It doesn't by default (I know, wtf?)
1. What version of 3ds Max? 2. How are you exporting to GLB? Babylon.js exporter, 3ds Max glTF exporter, some other tool? 3. What material type are you using? Can you please show screenshot of material settings? 4. Can you ZIP the GLB and upload it here as an attachment? I have a lot of experience with glTF, maybe I can…
Hey everyone When I export my UV'ed model from Maya and open in it Mari - I can't see the UV maps in the UV tab. I get no error when exporting nor importing into Mari. It's a fresh Mari installation with the latest update selecting the object makes no difference. *Selecting the object makes no difference. **Uv's are…
Whenever i export my model from 3ds max into zbrush I always get the triangles exported w/ it so when i divide my model gets really messed up. Ive tried exporting it as polygons etc. but that hasnt really made a difference if someone could help me fix this problem that would be great and if you want some pictures of what i…
I'm having a problem with Maya so i thought posting it here might help me out. I rigged a model to the UT2k3 skeleton and i exported it to a .PSK file.However,when i write the PSK file, i see the skeleton rotating.This is what it looks like when i exported it(a screenshot from Ms3d) How can i export it without have the…
I thought there was a newer MD3 export plugin, but all I could find was bob's plugin that "doesn't do anything yet". and KDR what happened to that PSK export script? Can anyone give me the lowdown on the current status of game model format import/exporters such as those for md5, md3, and psk? I would google, but those will…
maybe write a wrapper that reads out the vertex color and ads it to the ASE or OBJ ASCI with a custom set of data? edit: Couldn't find it in the Wikipedia: http://en.wikipedia.org/wiki/Wavefront_.obj_file so when you export from max or maya it doesn't export vertex colours but like I said maybe a script could add that to…
I model alsmost exclusively in Modo and it's not perfect when it comes to exporting ASEs (and it cant to PSKs at all, obviously). If I ever need to do something complex I sometimes finish up in Modo, export to obj, import obj to Max and export to UDK from there. It's a schlep but sometimes it's less of a schlep than doing…
Make sure you do 'export selected' instead of 'export' or 'export all' Also, the limits are in tris, not polys. Not sure how you would get that to display in Max. It seems like you extruded a plane or a spline; in that case dont forget that that face that's facing the camera has to get triangulated to be able to…