hello im trying to export 3D Studio MAX objects to md3 models to use in gtkradiant. I simply downloaded a 3D object (a car) at 3dcafe and exported it using the Pop N Fresh md3 plugin. I put it in my \models\ folder but the model doesn't loads, in Radiant. Did i missed to do soemthing in 3D Studio MAX ? thanks for any help
got a problem exporting evermotion model into cryengine, after export it's become in squares,cast shadows and reflections on itself in squares. did try many things in 3dsmax such as smooth etc, but it doesn't work.where is a problem in 3d max or cryengine? help pls anyone? thank a lot
Hello everyone - I received a model from a friend a few weeks ago that he made and imported into GTA. Its a huey helicopter. I have imported it into max as a .3ds doc and proceeded to assign materials and textures accordingly using the original UVW coordinates. All is good concerning that. However, I went to export the…
Hello I am new to Maya. Can someone explain to me the process of exporting a UV map to photoshop? I have already created UVs for my object but when I use snapshot to export the image as PNG nothing shows in Photoshop. I dont believe my object has a material/ material ID ether
First: Export your main weighted mesh as an FBX, without animation. Import this as your skeletal mesh. (make sure animations are not checked on this export) Next: export your animations to Fbx files. I believe one file per sequence, as there is no internal sequence delimiting or import options that I have found. Make sure…
Hello, I'm very new to Zbrush, today is my first day using it. I've seen a tutorial on how to export my base mesh from 3d studio max to Z-brush. It says to UV map the model before exporting to Z-brush? I guess its important, but I wonder why. I hope someone can answer me, Thank you for your time :)
I've recently come upon a problem with SP that my textures export out as blank. Allegorithmic forums tell me it has to do with the AMD drivers are not current. Updated them and it still happens. I post here in hopes that if it's happened to someone else, they may know something to help me out. Below are two export texture…
Hello everyone, I have issues with reexporting a skinned mesh from MAX to UNITY. I used regular import / export but also the Unity Max Integration plugin with the same results. I do not modify anything inside Max, I only Import FBX from Unity and Export to Unity from Max. As you can see in the pictures the reexported fbx…
Out of curiosity, does anyone know why, upon export, PSD copies are saved out to my target directory? I'm already managing the PSDs with the project and only want the maps to export to the specified directory. They aren't that hard to go in and delete; merely a minor annoyance that I'd be curious to rectify.
Hello, I really need help at this point. I am texturing a water-tank and when exporting occlusion map from Zbrush multimap exporter outer edges are stretching it's ambient map while Normal maps are coming fine. How can I get the occlusion map how I am getting the Normal.. :neutral: Please someone suggest.