Hi, everyone! I'm working in sRGB profile, but when I'm trying to export or save as JPG with "convert to sRGB" set, resulting image differs from my working file in colors. It actually looks the same as if "convert to sRGB" is NOT set. Here is a comparison of what I'm working with in Photoshop on the left, and what I'm…
Hello. I'm in the process of making animations for a game engine. Animations for it require a specific rotation order for each bone. I prepared my rig in maya 2015 with the correct rotation order, animated it and now I'm stuck trying to get it into a bvh. I tried a bvh exporter script that a friend supplied me with, but it…
I wanted to share with you some updates I've done to Wall Worm lately. A huge percentage of my efforts lately have been on enhancing the level design tools in Wall Worm for the Source Game Engine. Recently I was lucky enough to be hired by Robert Briscoe of Dear Esther to enhance the VMF Import capabilities in Wall Worm…
Hi, I created a 3d model with 729+ million polygon.I suppose it has 4 HD subdivision.The lowest normal subdivision is not a good base mesh.So I can not use baking in zbrush.I can not now go back to normal subdivision and delete lowest either as I have already activated HD mode(:poly118: ya pretty much fucked…
Hey guys! So I'm working as a tech artist on a student team creating a 3D game written in XNA/C#, and right now I'm trying to set up an import pipeline for our artists. Now, here's the thing: I'm trying to use the pre-supplied XNA .fbx skinned model importer as a jumping-off point (…
Still learning Maya and SP baking tools, could use some help here... I've created a cage in maya by duplicating my low poly mesh, then I selected all my verticies and did a normal push outwards. (see image) Here are my export settings. I'm exporting out as an .fbx and triangulating it; is that the correct method? . . Now,…
It doesn't even give me the option for it. But I need envelope/cage that I made in Maya (From the transfer maps menu) for baking in xnormal with my batch script. I've checked manually in xnormal's viewport, it doesn't include the cage when I export the low poly, and it doesn't read the envelope mesh as a cage when I export…
Well after going back and applying a few extra polygroups they seem to have exported just fine. Looks like I had to apply polygroups as last step before I exported even if there were already polygroups. I didn't reapply a group to the tail of my horse even though it was already in its own group yet that still didn't…
I have recompiled an old version of ExportMD3 with Max 2009's SDK for those of you who are using 3ds Max 2009. It's a really old version - apparently from 1999, judging by a quick look at the source. Sometimes when you export, it'll warn "there is not a one-to-one correspondence between texture verts and actual verts"... I…
hi merry christmas i've managed to sculpt my first face and i wanted to export displacement map for arnord and i keep getting this result I think i've tried everything like changing subdivision catclark displacement attributes like scalar zero value colorspace and i've realized that the map itself might be the problem…