ivars> Thanks, hope you like it. zxcman> Mental Mill seems to be able to export for Max also without any major hassles. Thing is I've done quite some editing with Notepad++ after the Mental Mill export so making a Max version wouldn't be that easy for me. Especially since I can't debug it either. Sorry. Throttlekitty>…
When thinking about triangulation, remember that : - If you don't have control over how a given environment picks diagonals (shortest distance ? lowest curvature ? random ?), then they'll probably be picked differently from what you want. - Triangulation affects surface quality. With that in mind, one way to fix it ...…
When i first took a look I wondered what in the world you had on his face, I had only read the SC2 Marine part of your thread title but now that i see the textured version it looks great :) For the gun freaking out if you are using maya it's best to use marmoset's stooge exporter, it comes with it and is in the…
@ Bigfrost: Not really, it was a pain to set up for sure, but when i got the pipeline to work it was quite easy, adding new objects to the scene was just a matter of having a reference file that had the basic export stuff set up and using that to position and hook up the models i wanted to put into the engine. CDK does…
Hey JustB! 1.8 materials are *not* compatible with 2.0 yet - but will be soon! We're getting the converter back into the program ASAP. It was in one of the last beta updates, but got removed before release due to unexpected bugs. Are you seeing the inverted roughness inside of Photoshop or with your exported maps? If it's…
put a bone at 0,0 name it root skin mesh to bone export it all as a FBX export just the bone as an FBX ??? Profit :smokin: also this In reguards to your designs, give them more love! Right now I'm looking at both of these and they seem identical other then a hue change, For an earthshaker ward there should be some…
If I'm understanding your post correctly, you should be minimizing the number of mesh groups to correlate with the number of unique UVs you have. For example, if you're working with a tank, the turret and chassis would likely be two different textures, as would the wheels and the treads. Everything that belongs on one…
That's what I don't understand. The documentation talks about a "keep original" as well, I see no option for that in 2017 at all. It just adds the reduce as some kind of attribute that never is directly applied to the mesh. I'm weak with maya, I don't know how to addd joints or anything, I imported everything from a DAE…
The last I saw of Terragen, it didn't export out the terrain. You could import OBJs and heightmaps from various resources, but most people used World Machine back then. For games, I think it's still the go-to program. The free version has a limit on terrain size, but you can generate the terrain based on macros and do a…
found another way to translate smoothing groups from max to zbrush. 1.create smooth groups in 3dmax 2. run script from here http://forums.cgsociety.org/showthread.php?t=297006 (in last post) it is create and assign separate material to each smooth group 3. in zbrush preferences-import/export set import mat as groups 4.…