Thanks! douglassoares, I'm not competing because I'm working for Reallusion on this launch as a demo artist. Now for the next few steps. I'm using Blender as my main DCC for this project, but most major 3D programs with the ability to export FBX files would work. Here is the low resolution topology. At this point it would…
I am doing the exact same thing with max 2013, cat and unity 3.5.6f4. Exporting a rigged character using fbx 2013 I get errors Followed is a list of bones that are converted to geometry. Followed by a list of bones that don't comply. So here is the strange thing. Supposedly you had to collapse trajectories for the cat rig…
Hi! I have recently signed up for the 30 days free trial of Quixel Mixer and its awesome and very easy to use. I have created some materials in the Mixer by blending together a bunch of surfaces and it looks very nice. But there are some issues when I send it to 3ds max. In the Quixel Mixer Export section I click on the…
See the way the edges of these ribs are kind of wavy looking? I don't want them mechanically straight, but certainly more so than this. My method for getting the edge I have is by running the DamStandard brush with zAdd along the upper edge, and then cut right beneath with zsubtract. I use the lazy mouse to steady things a…
Tool: Export: Grp is only for the Tool: Export option (obj format). If you're using a plugin to export as an FBX File, then the plugin will have its own options for how it handles polygroups. In that case you may have to post a screenshot showing which options you currently have enabled in your FBX exporter plugin, and any…
I fixed the issue, ta da! Might as well post the solution.. When I exported an obj from ZBrush, the "Export Sub Groups" button under "Export" was checked. What it basically does is slices up your mesh into multiple uneven pieces. When I exported the obj with that option unchecked, everything was working as it was meant to.…
Version 2.4 Released • added automatic rgb/a packer on export About • RGB/A packing is useful for multichannel maps (e.g. unity metallic gloss), and helps avoid constant copy paste to alpha. • when within containing layer with [A] / (A) in the name, it will be automatically copied to alpha channel on export • if it has…
Hey Guys, thanks for the wealth of info. One more question... How do I export out multiple instances to XNormal. For example, I'm trying to export out around 20 instanced sculpted bricks. I want to bake these sculpted bricks to a flat low poly plane in XNormal. Is there some kind of trick to exporting out multiple…
just tested blender to maya via obj, and yes indeed it does export detached faces to maya. Maya does seem quite good at merging the vertices's, at spilt edges into 1 vert with multiple vertex normals though, just using the basic merge tool, with a low threshold. Still stupid to have to do so, blender should be able to…
Ok so i got it into world machine last night by doing this Export OBJ of terrain from UDK Import into mudbox Imported a plane of the same size into mudbox Extracted the displacement onto the plane at 2048x2048 Imported that height map into WM. Working well :) I haven't tried using the height map from UDK directly, i might…