Thank you for your answer I don't know if I understood everything I don't really understand what tangent space is but while searching i found an option on substance painter "compute tangent space per fragment" and now my exports are identical in blender. But I didn't touch anything in the fbx export. I tried also to import…
You would only break up your hipoly into separate groups if the bake in substance is going to create artifacts, meaning there are adjacent surfaces in the final model. Or if you cant combine your final model into one object. This is where zBrush shines for hipoly creation as it only converts pixols to polys on export…
Download Daz Studio (it's free) and export either the male or female Genesis 3 models as an FBX or or OBJ. I always use those for starting points. You can pose them in Daz too if you want before export. They have nice symmetrical topology. Take in into make or maya first and delete the bits you don't want like teeth and…
if something is strange with one part of a mesh try always try resetting, freezing transform, copy / clone, convert mesh type, export import. that sort of stuff. If you are sure you have reset-xformed the handle and everthing has the same material and even an export -> import doesn't changes anything .. than there is…
Leodido,I am trying the other way around xD I have the landscape sculpted inside udk,I am trying to export it from udk to import it in worldmachine for erosion pass & textures,the problem is also that udk don't give me option over the exporting process but I found this…
Hey Synergy, the way we did it on Hunted was we would export certain areas of a level from UDK as a reference guide for placing objects we needed to place. We would get the prop to fit just right then export that piece and use it where we initially intended it then find other uses for it. if it worked elsewhere awesome, if…
Yeah, you won't get animation in Modo SE. Or particles. It's essentially the modelling/sculpting parts of Modo 701, but with limited export options (I think it's a 7.5k triangle FBX export limit). You also have no access to scripts or plugins like you'd get in full Modo. Honestly, it's pretty hobbled compared to the real…
Tried exporting a HP mesh from MD with a texture map. It comes in looking like this. Are my export settings wrong? or maybe i applied the texture incorrectly in MD? The UVs are stretched all over the place and the graphic on the material is stretched too. From this stage it would take some heavy/unwanted work to clean it…
I store the original (maya files etc) and my exported scene stuff(fbx,ase) all in that one master folder. Makes it easier for transferring the files between my home comp and college. I'm not certain whether you need to keep the exported objects but how would you re-import textures and stuff? I like to just replace the tga…
There are two different workflows - depending on if you are using Standalone or not (not all the plugins work with the PBR metalness material). So on standalone, use the Octane (disney) export and have your project be in a metalness workflow. If you want to use a specular workflow, use Octane (sRGB) export. In my…