Hmm strange, it should work. I'm guessing the vertex order was changed at some point, causing the problems back in zbrush. When you export, make sure you have Groups unselected (tools>export>), if you have assigned polygroups to your model then exporting it would cause it to be split into pieces. Reconnecting these would…
I actually used blender for it, and at first the exportation process was a bit of trial and error, but now when I know how it's probably a quick 10 minutes or so. the ogre exporter for blender will export the mesh, compile it, copy the texture/s it uses to the same folder in my torchlight mod folder. in torchlight you just…
Hey folks! I am seeing a problem with textures I've created in Designer that are not displaying correctly in UE4. More specifically the problem is that the Albedo/Base Color is super washed out in the engine. Here's an example texture in Designer with the Display sRGB ON by default Here's the Texture in UE4 with the sRGB…
Hello Guys/Experts ... I have a question about the creation of a racetrack environment that I can't figure out. For a future car game project, I'm anticipating the best way to build a nice track (not only a track but a road network over a terrain) ... I've checked out as much youtube tutorials I could find about that…
So I've done a bit of testing with normal maps in Unreal to see how optimal I could make my results, after testing different things for years. I've known about smoothing groups causing issues for normal maps for years. But only recently learned about how different engines use different tangent spaces and not all normal…
Do not attach images files, just post them using imgur or any other of those sites. As for exporting, make sure that whatever it is you-re exporting is in fact compatible with Marmoset Viewer, since not everything is available yet (exportable fog when you guysss). You can find a handy chart in Marmoset Viewer's Support…
Hello, I am looking for advice on how to combat an issue. Process: Sculpts in Blender -> Baking in Marmoset -> Texturing and Channel Packing in Designer -> Import into UE (Compression Settings BC7, DX11, optional A; Sampler Type: Linear Color) I've been getting data loss in my normals when trying to recalculate the blue…
following up my last project I really wanted to focus more on the presentation of my work, so I put in some extra effort when it came to compositing the renders in Photoshop. I took advantage of Zbrush's ability to export a mask render pass to get a clean image with a transparent background that I could use to enhance the…
1) Sure you set well the projection modifier. Sure it covers completely the highpoly model. Sure you set well the smooth groups. Caution with cylindrical and mirrored UVs. 2) Try to collapse + XForm the mesh before rendering the normal map/export mesh. 3) I think the problem is that 3dsmax averages the vertex normal when…
oh yah, gotta add the shafts too :) not sure how to do the dust particles tho, hmm.. Sandbox has been pretty easy to pickup and imho I think it's friendlier than UE3. It's very similar to 3ds max with how it does the materials. Importing meshes and getting materials on them takes a lot less steps than UE3. Just export…