Triangulate your mesh before exporting the fbx and use the same fbx for the substance and unreal import. Looks like you exported a quad mesh and they triangulated them differently.
Also tried the OpenCollada exporter for Maya, it does have a vertex color settings. But when I re-import the exported data with this format the vertex colors are all black.
Try reset XForm on your model in Max, Fordy. Flip normals if needs be.. then try export again. If its not the max normals, it will be your export settings - and probably not zmapper.
When I export Fibermesh curves as an OBJ, and import it in 3dsmax, I see the curves/shapes in the import dialog. But when I try to import, it indicates that there is nothing to import. How can I get the export to 3dsmax working?
I cobbled together some bits and bobs into a stand alone win32 tool it works on a wavefront obj file (the DrOS of file formats but pretty ubiquitous), it will handle quads, though not polys, (in the export) but will still render them as tri's. It expects the UV's to be in a 0-1 range. You can drop drag the obj file onto…
why can't you put the modifier on all haircards at once? that should work, if the setting/modifier gets turned off on export, place an edit poly modifier on top, this way you "lock" the geometry in for export.
I'm having a hard time understanding how certain steps work when importing objects into ZBrush and how it detects changes made, and what options it gives me upon detecting those changes. What I would like to achieve is this: Create mirrored UVs for my lowest retopo'ed subdiv after I already detailed the highest subdiv…
Hi there! My name is Adolf Navarro and I want to share this project with you. I used iClone6 Pro and Sony Vegas Pro 12 in order to make the animations and the Video editing, but eventually I also used Photoshop Elements, Substance Player, 3DStudio Max 2011 and iClone 3DXchange 5.5 Pipeline in order to prepare some of the…
Wasn´t it also possible to use GoZ to Send it back and forth between Zbrush and 3dsmax? Export your lowest subdiv. Add polies here and there export it back and reconstruct subdivs?
try to export new vertex colors to texture then bake vertex colors from that exported texture and tell me if it helps.. (don't have that version of max here right now to test)