renderhjs, actually I have no problem with exporting textures with exporter I use. the problem was to replace address in material slot that refers to missed texture. which can be solve with Bitmap/Photometric Maps that monster told. thank you VERY much guys. :thumbup:
I´ve had way more problems with exporting in zb 3.5 than I ever did in 3.1, really hope they fix it for 4. Like East said, check if your models are aligned and if not, import your lowpoly into zbrush, resize and export again.
Interesting, in C4, the UV's are flipped, or rather, turned 90D (since the wood is facing the wrong direction everywhere). I'm using the .DAE exporter that came with Max 2k9 ( I did do the web update, no effect ) - is there another good .dae exporter lying around?
You don't need to project the polypaint. You just use polypaint to texture function and export the texture. Apply it to your low poly. Note: ZB uvs are vertically flipped in relation to other software so hit the flip v button before export.
does xnormal support Mayas tangentspace? if not, ignore maya and check it in your target engine. say unreal or unity on the mesh side, get rid of the ngons, triangulate before export, the exporter or importer in xnormal might triangulate differently than maya does
ive exported terrain as an obj, but its been like a year. I just selected the terrain and then there should be an export option somewhere in file. Sorry about the vaugeness, but i haven't done it in awhile, and i don't have a copy installed right now.
could you try to export the object as obj and reimport back... i had some corrupted objects in the past and was able to repair them this way... an other trick would be to use an alembic GPU cache as live object.... cache --> GPU cache --> export...
Have you tried yet exporting with the same settings you have, but instead of quads being selected, use Tris? I know that I have to do this when I'm exporting out obj's for ddo (which uses marmoset for the 3d viewport)
Thanks for the suggestions guys! We were able to figure it out and the issue was the mesh coming in from Maya to Unreal. It was a couple of check boxes, one in Maya to export Normals and Bi Normals in the game exporter and then unchecking LOA's in Unreal when importing the FBX.
Hi, I tried to export my mesh to OBJ and I found my hidden vertex. I don't understand why my modeling is duplicate on herself. When I export, I have just the modifier Editable Poly and Symmetry on the Mesh