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…
I had something similar to that, For the hp model. Export the hp model with the turbosmooth collapsed (obviously untick isoline display button) and on the fbx export option, untick turbosmooth. Or you could try exporting the high as a .obj keep but the lp fbx . These thing are always fun to solve :D So many things haha
If your using FBX export from Max or Maya, see if there is an option inside the FBX options/export options to switch the exporter version year to anything other than 2014 as 2014 seems to have a few problems with DOTA. That might fix this problem if your getting the same error I think your getting.
Hi, first off, what app are you exporting from? Which format are you using? Some of the latest versions of max/maya seem to have issues with the newest FBX. If OBJ from max, try turning on/off "optimize normals" and make sure you have "export normals" selected in the export options.
I usually just export to fbx. However normals always get messed up so I have to bring it into Maya to set the normals >_< There was a fbx export script on the Luxology forums that someone made. But I couldn't get it working for me. There's also an ase export script somewhere but I don't know where it is.
ok epic just released a new exporter now it seems not to crash it was XSI 6.02 and an character with a skeleton applied, i'm not an xsi User though and i'm not the one exporting, i'll be the one who will have to get the damn file into max if the XSI exports doesn work *grml lets hope everything is fine now
Hello, After I export my textures sometimes (like right now) I'm having a problem with padding where the padding is bleeding into other UV islands. Please take a look at the baked normal map from MAX to have an idea where the UV islands are. And as an example here is the roughness map exported from Painter. Padding is…
The same problem I read out there... I made a test: low res model in Max 2008 export to ZB (unwrap the map in max... as you can see its very simple, no overlaping vertex...) export .obj... hi-res in ZB, export the normal map to aply in max... and this is the result (see image), somebody match this problem?. thanks.…
Lol Mark, this is a pretty tangential rant. There's another equally plausible situation: "There is no need to count the number of sides", because the computer does that for me, and/or because it has no relevance in most situations. Modo doesn't crash if I create a 13 sided face instead of a pentagon. The reason n-gon for…