I didn't see this plug-in here, so I supose that it could be useful for some level's modelers. This plug-in export your level from 3DS MAX into .MAP files. http://www.maple3d.com/
Hi guys, I'm making a simple MaxScript exporter for just the vertex positions. It usually works fine but sometimes I have to Reset XForm for the vertices to not be offset. I know I'm missing something. Here's the important part: obj = objects[i] mesh = obj (or mesh = obj.mesh for editable poly) face = getface mesh j vert =…
im dont usually do anything regarding exporting to game engines, i normally focus on modelling/texturing etc. TLDR whats the best way of arranging this object so it can be used in Unreal? seems like the way I did it is waste of time.
Anyone have Sketchup Pro? I'd very much like to take a look at a raw OBJ model exported from Sketchup. I was thinking maybe you could throw it on a share site like Yousendit or Megaupload and link me? It'd be much appreciated. :)
I am not sure if I am just failing to see how to create and export a height map or if the feature is gone in Quixel Suite 2.0. In specific I am talling about the height map information for the inclueded textures I m certain that was a feature in 1.0 ... am I dreaming? I was working with the brick wall textures - really…
Make sure both the shorts and the body have the same pivot and transforms. Then export each animation as a FBX file. Have you seen these pages yet? https://www.google.com/search?q=unity animation export maya
Hello, when baking the curvature map, Painter seems to make a cavity map. How do I export this cavity map? Below is a screen grab to help illustrate what I am seeing during the bake.
I created a plane in zbrush, used a custom alpha to generate this shape so I can export the normals to be used later in photoshop...but the normal that was created was all blue/flat... I lowered the sub division back to 1 > normal map settings were tangent space with smooth uv's off thanks again fellas
Basically this: Export the creases that i made in maya to an object and make it work in zbrush, I'm trying that but for some reason didn't work: https://www.youtube.com/watch?v=owCJ1COpOe8 Btw I'm using both maya and zbrush 2019
Using Maya 2012. I was wondering how to set up hypershade, to paint a mesh using several diffuse textures, with bump/normal maps. I want to use the RGBA splat map, and then export this splat map? Thanks!