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…
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…
To op's situation, i open up m3 and m4 and redo the scene copying the numbers and settings when i run into this issue, yea an export situation would be less time consuming but this is the solution for me and possibly others if no one thought about it, there it is. (export what you can, though)
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…
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…
Okay I'm gonna talk about the stickers because they were a pain. I haven't found any good resolution picture of them I've had to improvise. They needed to be perspective free, so I open an image on photoshop, rotate it, use the camera raw filter and delete any perspective, cut them and export it as png. Once exported I…
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
Afternoon all, I realise this is a games focused forum so probably very few Rhino users - jut wondering if there are and how you export to 3ds Max? I export as .dwg which is fine except for if I want then to go into UE4 as it triangulates all the meshes. Just wanted to know if anyone had a workflow where they get cleaner…