Still have problems with Handplane. I noticed that everytime I export fbx form Modo or 3ds max 2009 triangulated it gives me results like in post #183. If I import the mesh into max 2013 and export into fbx (triangulated) it works fine. It reads smoothing information fine with 2013 export but has problems with Modos or 3ds…
[ QUOTE ] Nope. But if you can export your file as an .obj, you can import that into Blender. [/ QUOTE ] Ya...maya PLE can only export it as a .mp (I said .ma first but it is .mp) and .fbl... I did find a mel exporter thing http://highend3d.com/maya/downloads/mel_...mp;&id=4120 Don't know if it will work for PLE, but i…
It might just be that your game exporter and game support it fine, but Max does not. If you're concerned about previewing the art before export, then use a different bitmap format like TGA, replacing it with PNG before export. Blur Studios has a handy script called Change Bitmaps that makes it a snap to replace all .TGA…
I was trying to get custom profiles working like they did in 1.8 but there are some problems. I found that those files are now under a Workflow folder and I tried to set it up like that in my shared directory but the creation profile wont show up in the list when making a new document. The calibration profile shows up in…
Hello. I have been using MD for a while, but I have next exported my models. Recently I have been learning Topopgun. I am trying to work out the best workflow. For example, I make a model in MD. I make acessories in Blender export them to MD. I sort out the UV map in MD. Export everything to Topogun. Then do all the…
Hi @EarthQuake Sorry for my delay. I did the manually converting thing in Photoshop and also I exported the map in an 8bit format from Painter, but nothing is changing. I'm exporting my textures in PNG 16bits and the Normal map in PNG 8bits. Maybe the file format isn't the right one? In what image format should I export my…
@poopipe thx, for reply, but I wanna be able to export them both from painter...I'm talking about maps for tiling materials...I guess one way would be to export maps with height disabled, and additionaly export just height...I'm just importing material into painter to have custom preset and naming done for unity, which I…
Looks like you've solved this! For future reference: All models must be triangulated before exporting for view in 3DO. All models must be exported as the object desired for texturing. All objects on one set of UVs must be combined before exporting to the software. If you run into anything else, please let me know and I'll…
Make sure you are exporting to a file format that xnormal is not at odds with. If you export to FBX and it isn't synched with xnormal you will get funky radial gradients in certain spots. Make sure FBX and xnormal are on the same versions, and try exporting using a different format like xnormal's SBM. As for you 'light'…
A bit clearer workflow: 1) - Use the script to export meshes to FBX * * With an option to only export the base object (without modifiers) 2) - Manually unwrap and pack in Unfold 3D and export to FBX 4) - Use the script to import FBX and transfer UVW's to the corresponding objects in the 3dsmax scene (based on name/object…