Hi, I want to create a modular level and would like to give my models additional information. I need to have this eventually in G3DB there is a FBX to G3DB converter for this. So first I need to know if FBX can hold extra information, I thought it could but I cannot find it in the exporting options. I cannot find any…
So this is my first time developing anything for a Valve product. It seems to me that only a valve SDK or game would be able to read the shaders correctly, so I wanted to export the files and test them in the Alien Swarm SDK. Unfortunately, despite finding a tutorial (http://www.northcapestudios.com/blog/?p=45#Part1) When…
Is it possible to export an animation and strip out namespace at same time? Or otherwise, remove namespace from materials only? Reason is this messes up material name matching in software I export too, but I need to use that namespace reference while working in maya. Alternative is I just have to rename all my materials.…
Working on a little Scene and im using a Substance Source Material in the Marmoset Toolbag 3 Trial - its set to 2k x 2k and I ,,placed,, the Textures. When opening up the Scene in Marmoset Viewer the Texture is unusable - all the other Textures look like they should ( exported from Substance Painter ) Edit: exporting the…
I thought these issues were unreal's fault but it seems that 3dsmax will not export normals in an FBX file with skinned meshes. Is there a fix for this? Do other 3d software have this issue? Not being able to bring in mesh normals really screws up my baking workflow. I have tried max 2018 and 2015. Edit: I re-exported as…
hi! it's my first post here.. i've some strange things with the normal map export .. when i do a baking (low/hi poly) the normal map looks good (upper screnn) ... after the baking i just add some detail with height painting.. i export my maps..but the new normal map created is just horrible... but when i import it the…
Hello everyone. It's very weird. I have a problem exporting my maps in SP2. My high poly mesh: My low poly mesh: Bakes are very good as always in SP2. My low poly mesh with baked normal map applied in SP2 viewer: However, when i export the maps, they are distorted. Tried in Maya and Marmoset Toolbag. I can't figure out…
hello, i use autodesk Maya 2015. i created a helmet, bracer and a totem for earthshaker and wanted to Import the meshes into the game. For this step i used fbx. I deleted the history and freezes the transform and moved the Pivot to 0.0.0. i skinned the mesh to the bones i had from the .ma file from steam. it worked all ok…
I have over 90 subtools in Zbrush that I need to retopo in Topogun. To begin with, I need to export them out as independent OBJ's. How would you do that without exporting one subtool at a time? If its impossible to do from Zbrush, Is there a way to do it from Maya? Also, Is there a free plugin/program similar to instaLOD,…
I tried exporting a new material I made in Quixel DDO into Substance Painter and needless to say it did not work... I read that I am supposed to export it as a bitmap and Disney GGX file and when I did it looked like this: This is not right, when I click the dropdown under undefined it does not say material. When I import…