Hi, I'm a game artist and I'm in the process of making a large table that has a lot of sculpted detail. I just finished the sculpt in ZBrush and I'm now UVing it. The shells do not have enough texel density if I map them to a 2k map so I was going to just cave and use a 4k instead. However, I've been watching some videos…
@orangesky Thanks for the interesting question, I'll try to give you a full answer based on my experience. It's my first time making the interior so I also had to figure out many things down the road. This is quite a small scene, so I can afford to build it inside the 3D software, but if we are speaking about something…
Ah ok. You can polypaint the decimated merged model in zBrush and export it, probably best as fbx to Maya. From memory you have to have the colorize button (polypaint menu/ tool shelf) active in zBrush for the export. That will export the painted vertex colors. For vertex color you dont need uvs. Normally you would…
There are two things that are wrong: 1. No axis selction when exporting. So when I work in Z-up axis, it will be converted to Y-up axis on export. 2. FBX export automatically break edges if there is something wrong. I can't say option for memory right now, but in max you had to uncheck single box to prevent it. In any case…
My example stands, it's not like i am making meshes with errors on purpose :) What fbx export settings are you using? i can not reproduce this. As soon as i turn triangulation on it changes the way triangles are built from max. even with preserve edge orientiation. interestingly enough if i export an editable mesh, even if…
I'm working in XNA, and I need an animator who has a copy of 3DS Max 2011 or earlier. KW XPort is the only exporter I have found that respects all of XNA's standards when it comes to animation. I'm working on this on my own, and as such I can't pay studio rates, but we will discuss and try to make it fair. I need a model…
the eyes offset is most easily fixed by unbinding, removing the bind pose, and rebinding them. Since they 100% weight to a single joint this is an easy fix. if during the setup of the fit skeleton it complains about joints not being zeroed out this can also be the issue, if you ignored that. One time I had a similar issue…
So I’m really digging in to the power of DDO and I like it. However I really want to take advantage of the legacy presets, which can fill in everything of a different material ID with a different preset. However I’m curious on how this works. Such as 1. How can I control this so that I could automatically apply a preset to…
odd. yesterday on a computer at school i was able to just drag and drop the script into the viewport and it opened. today at home i do the same and nothing happens. is there another way to launch the script? (also going to MAXScript > Run Script does not work either) EDIT: nvm, should've read the first post. XD on a…