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Re: XNormal Help needed!
Reply by
EarthQuake
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Sep 2009
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Technical Talk
this means your uvs are somehow messed up, generally this means you're exporting the wrong uv channel
Re: [WIP] AR-15 (300blk short barrel)
Reply by
Arod529
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Feb 2013
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3D Art Showcase & Critiques
The obj export worked, thanks. A couple more adjustments and I'll post so more progress pics.
2 results
Re: How many hours would this take you?
Reply by
Dylan Brady
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Apr 2013
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3D Art Showcase & Critiques
really? thats like two button clicks. Idk maybe you included export and clean up.
2 results
Re: Xnormal AO issue
Reply by
Shogun3d
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Sep 2012
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Technical Talk
Not sure if you covered this, but make sure "isoline display" is off if using turbosmooth before you export.
Re: Starcraft II - Map Editor
Reply by
Richard Kain
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Jul 2010
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Technical Talk
If I'm not mistaken, it uses the .MD3 format for its meshes. There should be an importer/exporter for 3DS Max on SC2mapster.com.
2 results
Re: Maya viewports and normals !
Reply by
Cathodeus
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May 2013
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Technical Talk
Actually if i export my object as an obj than re import it ... It's fixed Inside both viewports !!!
3 results
Re: Solved -- Latest Version of Painter is very slow
Reply by
Alex_J
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Oct 2018
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Adobe Substance
Does the Log file need to be exported from the project in which there is a problem? Attached is from a new project.
4 results
Re: zbruh to max uv problem..
Reply by
fearian
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Dec 2012
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General Discussion
Check your smoothing groups when bringing into zbrush? both in max and your .obj export settings.
Re: Does Maya 2018 work with GoZ?
Reply by
RawData
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Feb 2018
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Technical Talk
@BIGTIMEMASTER I think you are right , probably Export/import easier than setting up goz
5 results
Re: Freezing UVs in Maya
Reply by
Whargoul
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Apr 2005
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Technical Talk
What I do is export out a UV map, and load that as a texture for the LODs an place them to that image.
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