I have managed to land an internship and immediately started working, which has led to me wanting to learn a new software, Plasticity. My job role is to be a Hard Surface Artist so using CAD is my next step in evolving in that role and to learn that program, I wanted to re-create this concept from ArtStation by "IWSE…
There is a combination of selection during the export you have to make to be sure mudbox doesn't crash. It was a while ago I did this, so I forgot which they where, but try out and make some combos. Wasen't much help was it :P EDIT: Oh... found a screen of the exporter, make sure you tick of all the optimisation. I'm sure…
Hi all I'm working on a group project where we need to create a tool using python in Maya 2012. We've decided to create a tool that creates a polyCube based on several input fields (name, height, width, depth) and which features an "export" button that can be used instead of having to click on the "file" dropdown menu.…
Just make sure to uncheck "Turbosmooth" on your FBX export setting for the HP object cus it got me last time into believing that by checking "Turbosmooth" means "export with Turbosmooth applied" but apparently it means export the modifier together, if your target app (in this case Substance Painter) didn't support…
Hi, Im playing with SpeedTree and I would like to ask you if someone has experience with exporting from SpeedTree to FBX or any format with hierarchy. I didn´t find any proper settings in FBXExported which is included in SpeedTree. Only what can I do is filter what I want to export from ST. Documentation I´ve also tried to…
Hi guys, I was hoping someone could help, or at least sympathize :) When I export from Maya 2016 as FBX with triangulate ticked on, Maya will reset all changes to the UV's. You can see the error in all it's glory right here: https://www.youtube.com/watch?v=q3J1DoCqF0M&feature=youtu.be Anyone else experienced this? Anyone…
Now with the release of Cyberpunk I want to release a Unreal Engine 1 / DeusEx exporter for blender. I used it to build a custom character model for DeusEx and to learn a bit more about blender python scripting. http://www.github.com/mctrollin/Unreal1-Exporter-for-Blender I will update this with - some helpful animation…
Got a bit of a weird result with my test. I exported a (polypainted) red cube and a purple cylinder primitive from zbrush. So that's two subtools exported as a single FBX. Made lowpoly versions, UV'd etc. and baked vertex colour in Xnormal. The cube came out red, but the cylinder was a pale green. Same colour as I was…
i have created a diorama of room with 7 lights . But 'coz due to export limits for omni light with shadows and GI , the scene looks flat when exported to viewer. Is there a way to bake the complete lighting on to albedo map or any other work process? https://www.artstation.com/artwork/Kaz50r