Hello, The question i have is about exporting from maya into udk. I normally use the actor X but from what i can see it only allows for 2uv channels. I have tried exporting using .fbx but that gives off bad results in the geometry. I have tried looking around for any details on this but cant find anything. If you could…
Hi there. I'm trying to get a video going in AE, I am using clips i exported from UE4 from sequencer. every time i try to do anything with the opacity option in AE i get hit with this: ew right? do you happen to know how to solve this? am i doing exporting wrong? it looks just like this in the editor too. Any halp is…
Hello, Im having a weird problem with a imported static mesh that is stretching its UVs or texture on only one part of the mesh. Pictures show it all. Ive tryed to unstitch that portion of the UV but it didnt help. Im thinking its because of the exporter from blender to UDK, but this is the first time im having this…
How exactly should i do this? I did export a .dxf file from maya and Blender read it in fine, but i am guessing that i can't do that with everything. I heard some people talk about getting a maya .obj import/export plug in. Where can I find this? I google searched, and i brought up dead ins, or was just impatient to read…
Hey guys, I'm having problems with exporting my custom normals from 3ds Max into CE3. It appears that the exporter completely ignores my custom normals and instead displays my raw Smoothing Groups. I tried leaving the Edit Normals modifier on, setting my custom normals to explicit, but nothing seems to work. Does CE3 even…
Ah yeah, seems it's a repeatable behavior. Also happens in 2023. It seems it has nothing to do with triangulating. triangulating either before export with turn to poly or with the FBX exporter options or leaving it as quads, on reimport and attaching the normal issue is present for me. Thhe only difference for me is the…
No worries. Quixel seems to be really good so far. Also wanted to ask if there are any plans for export of textures as rectangles say 512 px by 2048 px? Right now textures can only be exported as squares. Also noticed custom atlas textures can't be created. In the import custom surface tab, no provision for an opacity tab.…
So, I've exported the same mesh to Blender and I've added a Bevel modifier + Weighted Normal Modifier and the result is perfect: Then I've exported the same mesh from Blender to Maya and it is still perfect: So I guess that the tool AMT Normal Tools is not working properly in Maya 2018. Are there any modern tool/script to…
Hey,If you set up your models in Maya so that you have hard edges on all of the UV borders and re-export. Then setup in xNormal to use exported normals instead of average this might help give better results. Try using a cage in xNormal to. Check out this post has lots of info on it, and also a script for Maya to add hard…
The example you showed above without the seams, was it using your own baked normal map or the one I sent you? Also the FBX did you import the one I sent or did you re-exported it from your 3d suite before going into ue4? I'm thinking maybe it's something in my 3d suite export options, or my baker?