Here's the same workflow for baking color maps in Maya: [vv]55523169[/vv] I can never apply the color as vertex color in Maya, export it (either as OBJ or FBX) to xNormal/Topogun, and get the diffuse map to bake correctly. Maya's OBJ exporter seems to not allow vertex color. The FBX exporter I'm not sure what's going on.
A lot of what comes out of solidworks wont work well for game models, your best to maybe export as stl or obj to maya or max and cleanup there than export as fbx to game engine. If the issue is not owning a 3d pacakge, you could also do the same with blender since it supports obj, and stl on import and can export fbx.
looks great! not sure if it was asked already, will there be an export to web feature inside toolbag ? something that exports out an html file with all necessary elements so anyone can integrate it easily to their website ? if not, i think that would be a great feature. exporting unity object right out of toolbag would be…
ok Let me get this straight. I got the export a good high res out and start building my low res. But does that mean I start to delete edges and reduce my polycount from the exported high res or does that mean start a new mesh completely from scratch over the exported high res?
I'm trying to figure out how to minimise the seams on a modular character. As far as I know the seams are caused by the edge vertices having different normal directions. I've had success using average normals under mesh display in Maya, But I cant get this fix to work on export. The normals seem to revert whenever I export…
@Obscura You mean Maya's export dialog? The problem is not how to triangulate something, but being able to switch back and forth between triangulated and quadrangulated meshes without risking different edge paths/normals :) If I export with triangulation a character mesh, then need to modify one arm, exporting it again…
Lets say you were going to bring in a substance into UE4. How would you go about getting the height of your map to pop like it does in substance? I exported my substance into UE4 and exported the Heightmap seperate because it seems it doesnt export. And this is what I have. Can you let me know if anything stands out.
I'm confused..so if you import the character into maya, do nothing, export again, you end up with it being upside down in the game engine? It sounds like they must have used something to flip the characters on export while making the game then...odd. You might have to change the up vector in your FBX export settings to Y-…
I forgot to post but i did find the solution to this. 1, as suggested previously, i had to have the "trianglulate" opetion enabled when exporting the obj. 2, the biggest fix, was to make sure the mesh had all the parts that were exporting attached as one mesh. Without attaching and just selecting multiple meshing and using…
Ok I finally got a good little animation done... but I have another issue When exporting to fbx (and reimporting back into max to test the file) It comes back as the bones are animated perfectly but the actual model is stationary? In the fbx export menu I exported with deformations checked on and it made everything wonky,…