New update! MagicSquire 2.3 is out now! Magic Eraser - convert any Tool or Brush into an Eraser with one click! Keeps shape and other parameters. WHAT'S NEW: Magic Eraser - turn any Tool into an Eraser, Advanced Group Export to .tpl/.abr with cross-conversion, new Color Picker for Groups, more! - Alt-click now works with…
Currently my workflow is as follows, close to what you outlined. - Model a base in whatever program is best suited, ie your comfortable with. - Do a rough uv layout to aid in texturing (not necessary) - Bring into zbrush and sculpt-add textures - decimate the mesh (temporarily for this export only to make it more…
All good suggestions Mongrelman ! But it looks like exporting the TposeMesh in max, rig and then re-exporting is working like a charm so far ! I was a bit affraid about having different (random) vertex count each time transpose master was doing the process (TposeMesh), but it doesn't. So basically, I can close both max and…
Thank you for the advice! I make all my highpolys using zbrush. Use .obj's for import and export. I'll try fbx for the lowpoly (can't export FBX from zbrush), but I don't think that's the issue since I only export an object with smoothing data on it. FBX just incudes other stuff as well.
Check and make sure you're exporting normals/smoothing groups, and also check to make sure that your normals/smoothing groups properly represent the surface type you're looking to create. It's also worth resetting transforms before you export, triangulating before exporting, and switching to *.OBJ if you're using *.FBX,…
If you are exporting with turbosmooth, in the export option do not click on the option for turbosmooth. It's weird, but its supposed to be off for some reason. Also make sure you have set it to "by mesh name" in SP and named them correctly with the high and low suffice.Especially the turbosmooth export option tripped me…
From what i've heard, modo is one of the best tools to do 3D stuff nowdays. My concern is about import/export I mean, Modo steam edition only imports/exports to DOTA 2 and Source engine stuff, or you can use for other goals? In the description says that exports in FBX. But only for dota?
Hey Froyok, there seems to be a bug when export settings are set as FBX. I'm getting an error in the CMD that says: Computing...
Error: Scene File_Location.fbx couldn't be loaded!
echo ---------------------- I'm running Maya 2016 SP3, I've tried exporting FBX versions 2014,2013,2012 - all giving me the error. Exporting as…
the reason why i (personally) triangulate is to make sure that both target engine and export both have exactly the same triangulation. in max i'll use a triangulate modifier (non-destructive) and export the mesh for baking down normalmaps etc. and keep the modifier there for final export to engine, that way i'm absolutely…
have you made sure that when you export the mesh from maya you are also exporting the normal data? maybe maya is averaging out all the normals at export and that is what Xnormal is getting. Low probability but maybe? you can also post your mesh file here and I (or someone else ) can check.