I'm working on a mesh with several pieces that doesn't seem to import correctly. I've had no trouble with numerous other meshes along the way and haven't adjusted my export settings at all. The meshes naturally require their original surface normals to display correctly, yet I'm unable to bring the full mesh in without…
Asset creation tutorial is also terrible. I spent "3 months" to understand how character rope/cloth/hair physics actually works. Because the info on the documentation was plain "wrong". Mate, I have exported working characters/objects/guns to Cryengine over the years. Even worked with the Cryengine 2. Neither today nor…
Heya Magnus, You sure the animation FBXs are exported correctly? I am exporting from max 2009 , selecting the object "export selected"; I have tried it both by exporting all animations with a mesh in the file, and also without a mesh in the file (while importing maintaining the mesh in another static pose file with the…
Hi I'm a game industry veteran turned indie game dev. Since going indie over two years ago, I have done all the code, design and art for my games by myself. I've shipped 3 distinct games on two platforms (XBox Indies and Windows Phone). I'm not a great artist and I'm hoping to start finding Softimage users who might be…
So my update is based off of running through all the technical difficulties that is making something game ready T_T After I was done with my high poly in Zbrush I decimated it to about 2 mil poly's (as that's what my apps usually can handle but this is proving otherwise, however, if I go any lower I feel I'll be losing…
Good afternoon. I have Maya 2013 and I need to use FBX version 2014 as per the Unreal engine 4 docs. I can't seem to find a download for it from the Autodesk site. Where do I find the download link for FBX Version 2014?
SD 6.0.3 Changes: * [2D View] Display the matrix parameter label in the Transformation menu * [Export] Save physical size as dpi in exported textures Fixes: * [Cooker] Bit depth issue * [Linker] Pixel Processor: Incorrect GLSL shaders generation * [MDL] no colored links between nodes * [Parameters] crash when using…
[ QUOTE ] Jogshy you said for me to "remember to triangulate". I don't understand what that means. [/ QUOTE ] Triangulate = make sure your mesh contains only triangles as faces ( not quads, ngons, nurbs, patches... )... That's done in 3dsmax just applying an "Edit mesh" modifier on the top of the stack (in case your base…
Hello, Is there a way to export your scene with the same name (overwriting old one in process) using the exactly same properties without the need of going to File -> Export (or even opening the export window at all), something like updating the exported file?