I was wondering if anyone had any luck getting usable geo out of XGen groomable splines in maya. It would be nice to be able to groom a hair style with the card preview and then export the visible geo. I tried exporting a mel script but that only generates the spline curves. Also tried using paint effects to generate geo…
So I finally want to give making a udk scene a shot! But for some reason 3dsmax exports the meshes to small or something? I kept the rule of thumb that a male is about 96 unit tall, this is where I based my scene blockout on.But the problem is, for some reason it's to small when I place it in my UDK scene.. Did something…
It's my friends ross's bday tomorrow and he loves pandas and counterstrike and was thinking it would be cool to create a cs model of him in a panda outfit(styalized). But i need someone to rig it and export it for either counterstrike, condition zero, or counter-strike source. It would be such a big help and I will make…
Well, it isn't right or wrong, it's just being a bit non-destructive is all. Thing is, what use would the quad mesh be for the 'rest of the pipeline' when the pipeline is nearly final when you're exporting the triangulated mesh out of your DCC? :p Once you're at the point of triangulating your mesh automatically/manually…
I would guess the original issue was, you baked and viewed with different triangulation. What you did then shouldn't solved the issue but make it less visible maybe in the process you even ended up baking and viewing with the same triangulation Btw: I would triangulate it by connecting the corresponding horizontal points…
Thanks! The game and the textures are set up for PBR, yeah. You can create PBR pipelines with the old dDo. PBR is mostly just correct albedo values combined with a logical gloss/roughness. I forgot if dDo(old) exports a metalicity map, but you can just dedicate one of the channels of one of the map exports to metalicity. I…
Thank you for the reply Jerc :) Though it appears that i'm messing something up still. The export to bitmaps from SD does indeed export it as a 4k now, but when i publish a substance it imports to UDK as 2k maps. Those are the settings i've got. Is it possible that it might be UDK who's in error in this case?, anyway, the…
It looks as though you exported your high poly model with some of the OBJ optimize options checked "on" which is causing some verts to be merged that probably shouldn't be merged. If that is what's happening, then xNormal is baking from a messed up highpoly and you get those weird errors. I suggest re-exporting from Max to…
It seems like a VMF exporter, in order to import shapes in Valve's Hammer editor, right? I'm actually looking to design levels in Maya, just with some helpers. Like this: http://www.protoolsforunity3d.com/probuilder/ Actually, right now i was using that tool. I designed levels in ProBuilder and used a Unity script to…
Short answer: you can't. The world coordinate system is set as it is with Z up. Possible solutions: * rotate your model before exporting. * Check to see if the UV program is using world space or object space. IE rotate the model some arbitrary direction and export and see if it comes in just as wonky, if not, its in object…