Well it depends on the object. Is it static? If so you can probably be safe to do a Low Poly AO bake setting a plane underneath your object and using Global Illumination. Sometimes I use both, but for my high poly AO generation I typically use xNormals, up the rays and play with the bias, render real fast on a low…
I'm trying to learn some different pipelines and I find Blender intriguing. But I already have an established workflow, from years of max and maya, and I'd rather not re-learn too many shortcuts. I want to make Blender more familiar to me, but it's quite time consuming to implement pie menus and all these standard things…
the fbx setting are the default one ,only that export as fbx 2009.if i export as 2010 or early it give me a mdl error when i try to upload.But as i said i don't think that the problem is from the export because i exported the default head and it was ok.
thanks for the fast respond Eric . well yes this is for rendering in Max but i might try rendering it using unreal engine 4 that is why i didn't use 3d procedural displacement i don't think it is possible to export that to unreal but i am not an expert for sure . i think i didn't make the problem clear enough ,well this…
Hey, I'm an active ZBrush lover but I've run into some stuff that I hate doing over and over again, and other stuff I thought they should have added into r8. So I tried to make all those things as quickly as possible and that is what this plugin is about. I will also keep updating this as I run into more issues. My…
Thanks Christoph! I actually tried to export with that but I had no luck (it just worked the first time?) also it exported ALL together. I went another "road", you can first select your XGen-descriptions you want to export, after that it exports all selected ones separately.
It could be your exporter is messing up your smoothing groups..are you using Obj's ? Try Guruware's exporter/importer .It is miles better than the 3dsmax native WF Obj exporter with loads of options. Make sure to check smoothing groups in the exporter. Also are the artifacts showing up in Xnormals viewer?
Hi guys I'm trying to help cheapy by exporting one of his goyles to q3 . Anyhow I've rigged the mesh and applied a bip file I was given. Its all setup correct in my eyes '''Biped Rig with bones for hair and cloth, dummys for the wings. I've setup a physique modifier (haven't tried skin yet may do), setup on rigid with no…
Did you build the mesh in Maya then Export to Max? If so and you exported FBX you may need to check your export settings. I had a problem once where Exporting without "Smoothing Groups" Checked causes this error if I made edits to the geometry afterwards in Max.
I created a scene, and have to export it to an external HDD for others. The assets and materials remain when I export as a package, but not the lights and lightmaps. How to I exports the lights as a seperate file? How do I import a lightmap to a scene and apply it? Exything I've found so far only talks about generating…