Some more updates on the Houdini tree: High poly: Low poly (Remesh and Reduce poly nodes) FBX exported to Unreal: I think it looks nice so far. my next step is to apply some simple texture by using reality scanning, and bake out the branches.
I usually make the highpoly in Zbrush (even if I make my blockouts in Blender) and then after finishing the hp and making the lowpoly with UVs I add names to the pieces of the lp and the subtools of the hp accordingly to bake them by name inside Substance Painter, add a single material for every texture set of my lowpoly…
Heya! I'm having some trouble with an exported .mtl. The Guruware .obj exporter (3dsmax 2012) exports both the "Tr" and the "d" tag. The specification (link) says that they're both used for the same purpose, transparency. That they're both exported isn't so much the problem, the real problem is they don't contain the same…
Hey polycounters, I have recently released a tool that I have been working on called Stat Man, Stat Man is in its bare essence a statistics viewer, renaming tool and batch exporter The tool is very easy to use, allows for super quick access to scene objects in those scenes with hundreds of objects! You can rename masses of…
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Use Zoltan's ASE export script. It works most of the time. Sometimes it won't export smoothing correctly, but usually that means you need to restart modo. You also need to setup your units to match Unreal 1:1, meaning editing the script might be necessary(can't remember if I needed to or not). It can export skeletal meshes…
thatanimator.... it does allow people to do crappy-esque stuff by themselves... if they make their own program. you still have to buy a program to do all the stuff though. Ive been using this lately at work and its actually surprisingly good! Ive only done stuff with 1 kinect, which i found to be more smooth than 3 PSeyes…
Have you tried, exporting the original mesh from ZBrush and importing that? Have you tried, rexporting everything as another format and importing it back into 3dsmax. Have you tried: http://www.scriptspot.com/3ds-max/morphix Did you attach all the morphs to the box and then detach them one at a time? Reset Xform I think…
thanks pea, I cant wait to get some more time to play with this! there is a convert to polygons button on the voxel menu so that you can export a polygon version of the model or go ahead and sculpt it but it is rather high poly. There may be many good reasons to retopologise though but Im no expert, pior probably knows…
I’m curious how others here handle unit and scale consistency across different tools and engines. In my experience, scale drift tends to creep in over time — especially when assets move between Blender, game engines, and other DCCs. Even when everyone “knows” the correct units, small inconsistencies still seem to cause…