Theres a thin triangle there probably. Try adding more topology from side to side. Also make sure you enable triangulation when you export. If you export with quads or ngons it will triangulate them in substance or marmo but the triangulation algoritm might differ. So it might look ok in maya but in other apps it could…
Yep, been getting this warning lately too. Im on a gaming laptop so no super specs here. Check Skip Loading under Undo History in the preferences menu, then store config and see if that helps. As far as your polycount goes, I have one heavy model that chugs a bit but functions and I checked the point count. It weigs in at…
1. Concept art, find an idea you like 2. Start laying down the body and sculpting, work side by side with reference. This step will create a manikin to for the next step. 3. Export a mid level density, bring into your editor for dressing. 4. Start to add the clothes and accessories, these are usually modeled to fit the…
Topogun :) Not being a fan of Nex or Make Live, I use Topogun for retopology. It's got a few drawbacks (lack of extrude) but for the most part it's good and fast for retopology. 3dcoat might have a few more tools than Topogun, but if you just want to retopologize, a Topogun license is cheaper. As far as workflow is…
4.13 added limited support for Alembic vertex animation but creating a rig in Max is the way to go. Aside from Alembic UE needs a rig with a single root bone hierarchy whether it's a swinging door or a player character. You can create one quite easily using CAT(as the hierarchy is already established) Just create a bone…
Modo's pivot system is a pile of crap. I'm sick of trying to move a pivot to the appropriate place for my objects to rotate around (important for when I setup the rig). It would literally be easier AND faster to export the objects one by one, fix the pivots in maya, export, reimport. Stupid.. Currently attempting to vertex…
just exported my working obj from the lagging scene and imported into that new scene again. This for some reason displayed 4 different groups (one at the top of the outliner with the polysurface, 3 with nothing at the bottom of the outliner) after deleting the ones which were apparently empty I noticed the pivot point is…
Given recent announcements coming out of GDC, I'm going to recommend Unity as your best bet. Flash is the best in terms of install base. Unity is the best in terms of tools and features. However, Unity recently announced that the next major release of their engine and toolset will include an exporter for Flash. Unity is…
No problem! I thought that might be the reason, so here's a quick explanation what that changed: stuff gets detached and re-welded together in the process of export to import for UE3, and UE3 seems to use weld thresholds and smoothing groups to figure out what to weld back together. So if you took a finished low-poly model…
just as a point of interest, what's stopping you/the animator from doing the following (if the rig is in a T-pose and the mesh is in a more relaxed position). * create a keyframe which saves the rig at the "correct" position for exporting into the engine. * turn on angle snap toggle. * rotate the bones until they're in the…