Hey guys, Absolutely loving the baker in Marmoset3. It finally replaced Xnormal as my primary baking tool after years of trying out various others. I have a couple of minor issues with the way it currently exports albedo, spec and gloss maps to PSD at the moment, however. Currently, all maps are exported with a layer mask.…
I am having problems exporting textures from uv'd meshes in Mari I get strange stretched artifacts when the textures are exported from Mari and they dont load properly on external applications because of the artifact. I unwrap all of my meshes in Modo using the Atlas unwrap method. I have attached an image file to show…
Hello, I'm having trouble exporting from Bridge. Bridge exports a mesh without textures. There is a redshift in the render settings. If I change the render to Arnold, export works exellent. I would be glad if someone can help me with this problem.
Good evenin. This is what i have done so far: Made simple brick shape in 3dsmax, exported to zbrush. Sculpted several bricks, created an insert mesh brush from about 6 different sculpted bricks. then made a plane in 3dsmax with the right proportions for my scene. unwrapped and exported the plane to zbrush. Used the insert…
I know you can export alphas from Ddo, to use in UE4. But you still have to combine 4 of them in an RGBA texture manually. Then inside Unreal, you have to create complex layered materials yourself if you want materials with high tillable details . Can't Quixel export/combine 4 Alphas to RGBA channels directly (and to…
Hey all, I know I'm probably just missing something obvious here, but I'm getting some artifacts in my normal map when I export as 8bit .tga or .png. In the past I haven't had this problem, and I need the .tga for UE4. I've tried a 16bit .png and the artifacts are not showing up. Has anyone else run into this issue?…
hmmmm, that doesn't sound as if they got those 'lightmaps' from the .X format itself as it's not capable of storing that sort of data (as far as I know). It sounds like what they've done is collect all their assets together into a quake 3 map and then compiled the results, from which they've export the lightmaps out to…
Hi Guys! I hope this is not a stupid question, but I can't seem to figure out how to export only a specific couple of frames... for clarification what I have is frames 1 to 100, but I only want to export frames 10-40... In case it matters; I'm exporting to FBX using the 2009FBX plug-in from Maya 2011! any help would be…
I am creating small quick DS animations though to use mixer I need to export .bip files to transition each animation between eachother. Exporting a .bip is what I am trying to figure out. Am I wrong to approach the animation sequences in this fashion? Should I just have a 1000 frame animation length and just create each…
I did end up figuring this out. Exported the skeletal body mesh from unreal to maya, moved the feet into the heel position with the foot_l/foot_r and ball_l/ball_R bones. From there I copy/transferred the weights from the body mesh to the shoes and moved everything back before exporting just the shoes which were then…