Hi,I've tried to login to Allegorithmic's forum, I've wrote letter to support and I've searched in net but my problem isn't solved yet so I write here.Well, my problem is that in Substance Painter I cannot export textures of materials which I made in Substance Designer but with the Substance Painter's base materials.…
hey guys i have jsut animated my character's walk cycle in maya. i also have several other animations for him that work fine in udk. when i import the walk cycle to the animset ediotr in UDK he is in the first pose like you would expect. When i click the play button only his fingers animate. im not sure what could be wrong…
Hi Guys, Do you know of a way how I could export all settings of my Maya. I have a bunch of different settings at home and it would be really handy to be able to import it somewhere including the tool settings grid settings etc. Cheers.
with this t-shirt, I have a problem. I made a tshirt in a v-pose'd character. I exported to Topogun for retopology and (im still new to Topogun, the camera controls are bit awkward anyway) I found it difficult to do the areas under the arm pits. So I reposed the t-shirt in a classic t-pose but I find the t-pose causes…
Hey all, I'm currently just messing around with getting a detailed tree inside UDK, I've used slide normal thief (I'm not sure if I've done that right in the first place - but looks okay) and I'm bringing it into UDK. As for the problem, I'll let the image do the talking: EDIT: I'm finding that my vertex normals only work…
Exporting from max12 to FBX2012 and also tried 2006. I dont know how I even managed to create extra uvs, is there any way to merge all duplicates? The model works and looks fine but the export says otherwise.
Hi There,This is the first time this has happened, I have exported a mesh to be textured with Quixel Suite2, using CS5, I have used .OBJ and .FBX formats.And in both cases I can not see the mesh at all. Thanks
Hi there. This is probably a really simple solution but I’m such an amateur that it’s taking me hours and I’m getting nowhere. I’m trying to export this rigged and animated cat from 3ds max to fbx so I can work on it in maya (which I’m more familiar with) and eventually into Unity. I’m getting numerous errors and mesh…
I have version 3.08 and Tessellation with PN Triangles works very nicely within Toolbag itself but after exporting to a Marmoset Viewer scene package, and running the .mview file from my desktop, there is no tessellation happening at all. Is this normal?
We've developed a script that is used in our 2d game development pipeline and may be very time saving for any 2d animator. It export PSD groups to .pngs and then assembles them in After Effects to a composition having all those .pngs placed exactly as the artwork in .PSD groups in Photoshop. This allows the animator to…