Wow - you guy are THE BEST. Polycount experts dropping the knowledge! @pior that's a great tip, I had no idea and will take a look. @er@"Eric Chadwick" thanks for the amazing info and sorry for the generality of 'game ready'.. It's for VR on an Oculus with a 1070 GPU. The skeleton is the main focus of the experience, with…
got a link to that max LSCM script, i really need something like this intergrated into max, cos exporting destroys so much stuff, including custom attributes that cant be exorted or imported cheers
Zapplink 3, Zmapper 3, updated displacement exporer and some other stuff are due in the not too distant future (taken from the forum). Zmapper and the displacement exporter are supposed to be able to extract HD details.
What file format you use for your normal bakes? I used to get artifacts with obj files in xnormal. Only use sbm files nowadays. Was probably one of the export options messing up the model but i'm no expert on that one. At least sbm works fine for me straight out of the box.
Nowadays I never export objects with keyframes. I only export objects that use position and rotation constraints. I think Autodesk hasn't fixed it because it works between DCC apps and game engines like Unreal and Unity let you crop frames. So there is no mass of people speaking out about the problem. I have our animation…
yeah the obj export is always the set to export triangles, tex coords, normals, smoothing groups. optimize for vertex, normals and tex coords are also checked I`m always exporting the same way but some objects just fail to display with mats (I also checked for mat ids but that wasn't it either as I think only mat1 is…
Hehe... that's because it's not SMB... it's SBM ( simple binary mesh ) :poly129: so the program was trying to get a mesh exporter that cannot be found :poly139: ( no exporter can process the .SMB extension... the SBM exporter can export .SBM files only, not .SMB ones heheh! ) Better don't put the ".smb" at the final of the…
Simple script for Marmoset Toolbag 3: Get it here! Allows you to export Cameras, Lights (or both) from Toolbag into a data file, and then import them into another scene! And it's completely free! Plugin will work with Toolbag 3.07 and newer, it might work with earlier versions but that cannot be guaranteed. How to use: *…
check your rexport settings in Zbrush, you may have the import/export dialogue set to 'flip y' and 'flip z' can't you check in xnormal model viewr if the two are aligned? (Sorry I don't have xnomral installed on my new machine yet, just working from memory here)