Oh...come on... I was under the impression that it was exporting each layer separately; nothing was happening when I tried clicking Export on the Diffuse and I assumed it was not possible. Haha, I can't believe how stupid I can be at times :poly142:. Thanks fr0gg1e, this will seriously speed up my workflow.
It's been while since i used max but i'm sure obj and dxf will most likely destroy any semblance of proprietary max nodes. If you can set smoothing groups to relate to mat id's then you could probly go this way (exporting the user normals in the obj export dialog).
The easiest thing would be to just add keyframes to the bones. Select the bones and press 'k' to add a keyframe. Because its controlled by IK, this will essentially just be a dummy keyframe that doesnt effect the animation but will still export. Or course, I've never used the md5 exporter so i don't know for sure.
obj export lets you decide how much decimals you want. Don't know if it can be useful to reimport and export as fbx. Wouldn't round the fbx per say, but it depends of your goal. Fbx also has a ascii option so it could be done one the text file.
Is this the exported document, or just the specific pass ? If it's the latter, then the edges are not going to be anti aliased. This is so you can use the mask pass and composit it onto a custom background with smooth edges. If you didn't want to use passes then you'll have to just set the document bg to white and render /…
Ok, I guess I exported the high poly with normals and smoothing groups on before. Just exported it without either of those and the results came out much better. Next question is this is a 4k normal map and the mesh is 12.5k polys. Would this be acceptable in a modern day PS4 game, for example?
I actually did fix this by modifying the Highpoly. I was exporting these out with default .obj settings from Max. Even though the highpoly does not show these strange artifacts I added more supporting geo (just a quick turbosmooth by smoothing group) and exported it out - BAM. back in business.
No, but I'm guessing I should right, my whole process Is uv mapping one side in Zbrush, exporting that out, then having a full high poly model then exporting that out (this one isn't Uv'd). then just baking it down. I'm not entirely sure how to use cages if i'm honest.
I exported this model as an FBX (nothing showed up in the mudbox viewport), so I then exported as OBJ. I have the latest drivers for everything. This shouldn't be the case anyways, since it's just the body that has problems. I am using Mudbox 2010. I tried in 2009, same issue.
TIFF, TGA, BMP, PNG, RAW... nothing seems to work. EDIT: I'm starting to think it's a problem with Terresculptor exporter. 16-bit images saved in Photoshop open just fine, but I can't open most of the files I export from Terresculptor or they open in 8-bit mode.