So it seems that talking about lightmaps is quite popular in this forum, and I'm here to do my part! :) I'm working on a project with a friend and I'm doing the heavy lifting as I have a pretty stout PC. In short, I'm baking the scenes lightmaps, and then exporting them as packages and sending them off so my friend can do…
This is so odd. So what i want to do is make a Polygroup in Zbrush then export it into blender so i can Hand Unwrap it, And then Assign a SINGLE MAT to it, so when i open Substance painter ill be texturing on one material and being able to CRTL+RM to assign material easier. ISSUES are Zbrush options are "Export Polygroups…
Paragon characters won't export to a mesh + skeleton when I save them out as an FBX. the file contains only the skeleton. for textures the asset export option is not even showing - at least for the few character archives I've downloaded. i read that as a workaround you can bake out textures via a blueprint but I'm just…
I am using Mari Indie to paint a canyon landscape, using the triplanar projection to apply the top, right and front textures to the model. The original mesh has the UVs applied from a top projection in Blender. Does Mari have a way to export the UVs generated with the triplanar projection, along with their associated…
I have an issue where Modo exports FBX files like 10 times bigger as opposed to OBJ files which export out the same size I create my models in Modo. I have no idea how to fix this issue, and when I preview the mesh in something like Unreal 4 or Maya, it does turn out 10 times bigger than the mesh originally is in Modo. If…
Hi, I was wondering if someone could help me? I have a face mesh and when I go to export the normal map the result is blocky. Maybe Im just being stupid but I thought the export should reflect the smooth (final layer) of subdivisions. Instead it shows the selected layer ? I think im selecting the wrong settings but am…
Hey all, Having an annoying issue occur and don't know how to shut it off. I'm building a scene in Maya and whenever I export an OBJ every texture in the scene gets exported with it. I have close to 50 duplicates of all these textures in different subfolders of my project now. I could ignore them but I'm a little OCD and…
I have a mesh that I've baked normals onto but when I export from Maya and import to MAX, the normals are universally hardened. I feel pretty confident that I'm exporting and importing with the correct boxes ticked? Also of note is that the engineering tools are designed for MAX 2012 so I'm stuck using MAX 2012 and Maya…
Hey guys, I have been following a tutorial (don't remember which) and it said to change some settings in the ImportExport tab in ZBrush to avoid problems when exporting in the future. Now whenever I export my models into any external 3d package, they always get flipped (be it Maya, Topogun, etc.) I even tried GoZ with no…
Hi ! I'm creating a rigged character in Maya 2018, via Advanced Skeleton, meant to be exported to Unreal Engine. So far I have a complete rigged character with basic color textures, all I want for now is to export this into fbx for Unreal. But when I do so, I get plenty of errors : <div>The plug-in has found the following…