2.0.3 is here! :smiley: We've got lots of fixes this time around, with RenderMan and Maxwell export targets too! All new Smart Materials and... The much awaited Reimporter! Fire up your copy of Quixel Suite 2.0 and grab it all now! - Now Including: the Reimporter - Added RenderMan (PxrDisney) export target - Added Maxwell…
Hey guys, I'm a new user to ZBrush and have been running into an issue when trying to open up my ZBrush to 3dsMax .obj export. I searched for this particular issue in the rest of the threads, but couldn't find anything, so thought I'd post. Thanks in advance! :) The initial issue was when I imported the .obj the object…
anyone using Maya and ActorX to export character models to UT2004 ever tried converting said models to static mesh in the Editor? seems those models exported from Maya & Maya PLE via the unEditor plugin cannot be converted (though Max models can). i'm looking for clues that will help pin down the limitations -- can't…
Hello, Running out of things to try when importing my mesh to unity. I have rigged a head ( for VR) to have some mouth movements. The things i've tried are as follows.. bake animations key frames in maya before exporting Keyframe animations and not bake on export / before exporting Here is a screen of what it looks like..…
I'm not a gun expert and so do not know if the cylindric thing at thhe bottom is a cylinder.. meaning: has a circular crossection alll the way.. so if it matches the reference.. then it matches the look. There is also the hand thingy hidding something. You are not into 3D printing a functional shotgun do you :tongue: ??
Finally figured out a Modo > Maya > Zbrush pipeline. 1. Bake Geometry, copy to new file, save as FBX. 2. Open in Maya, Export as FBX 2016/2017 file. 3. Open ZBrush, export through ZPlugin > FBX Export Import. Make sure you delete duplicate subtools before applying materials.
Interestingly enough Zbrush exports the cage out with groupings on, even though I have it turned off. I sew the uvs in maya and export it back into zbrush and it turns grps on again with off scaling attributes under the Export option. Scale 1.1067 x Offset -0 x Offset 2.3231 z Offset .0382
I just scale everything up when I export. Not manually, but though one of the options in the export dialogue. In Blender, the scale is 1 UU = 1 Blender unit, and 16 UU = ~1 foot. So in Blender I model as if 1 Blender unit = 1 foot, and just set the 'Scale' parameter in the export dialogue to 16.
Hello, what I am doing is keeping parts separate. So objects sharing the same color map I am keeping together (combined). And when you ready to export just select all and export as obj or fbx. You don't have to combine everything to put it to the game just select everything and export.
1) SMD exporter is only in the 2012 version of Max, so you have no other option but to download the old version. 2) In order to properly export the model in ZBrush to properly distribute the smoothing groups and put two checkboxes: "Use NURMS Subdivision" and "Separate by smooth group". After this export file in OBG with…