Hi, I'm trying to export my object to marmoset viewer and got a problem. When I render image, it looks exactly the same as I set in marmoset but looks so different in marmoset viewer export. The texure becomes too glossy than the original. This first image is render image and second one is marmoset viewer export. These are…
Hey guys! I'm currently modeling a VW T1 and I wanted to export it to the CryEngine. Unfortunately I can't figure out how to export it properly.. Since I use 3DS Max 2015, the free SDK doesn't support the exporter anymore. Is there a workaround to export and setup a vehicle properly? Thanks in advance!
I have a CAD mesh that I exported from MOI3D, and when I bring it into Marmoset it seems to have no shading problems which is nice. My problem is when I import that mesh and re-export it out I'll get certain issues that wasn't present before. The left is my re-exported version and the right is what directly came out of…
Any solutions greatly appreciated. Pics included. I have been having a myriad of problems exporting to DOTA 2, the current main issue I am facing is weird artifacts in game. I've made a very simple test to show this effect, pictures attached. The UV's are dead simple, planar XY uv's, scaled down a bit so their is bleed…
first thing, I'm using CC 2015 How do you up res your work before export like in 1.8? Also, the exporter doesn't export the maps. I open the exporter and it only exports an AO map. It doesn't crash or give any errors. It just doesn't work. While we're at it, I saved an ID Preset based on my project, but when I select it…
Hi everyone! Have some trouble with exporting, here is explanation. I have this thing: (don't pay attention to some edges, it's very little object and Max have troubles with visualisating of them) When i exporting it with default settings as OBJ: And then importing back in the same scene (or in other scene or application)…
As a blender user i've found exporting a material/colour ID map quite awkward, resorting to bakes and having to enable or disable blender options to get a clean unaltered diffuse colour render. A process that is both fiddly and time consuming. By chance I came across the offical BLender uv layout addon to export the uv…
Hey there, a quick question about the exporter in Quixel Suite (since I could only find unsolved threads about similar issues): When exporting for Unity 5 (metalness) is Quixel Suite exporting the gloss map into an RGB or A-channel of another map or is it possible to change settings to export it separately? Or is it not…
Started to set up my export pipeline and went into the configuration tab on the Export options and made adjustments. Well it so happens those adjustments didn't work and I probably should've tried keeping it as is first. I go back into Painter and right click to go into Exporting all channels again and now Painter is…
I know that the only deformers that Maya can seamlessly export to FBX are skinclusters (from traditional joint binding) and blendshapes. Apparently, there is a way to export other deformations by including the geometry cache in the export but I can't get it to work. I always get this error: "The FBX plug-in cannot export…