Hey folks, today i faced some weird issue... There are several ways to get a mesh exported from zbrush, right? I tried 2 methods: 1. Tool -> Export 2. ZBrsh: Zplugin -> 3D Print hub -> "Export to separate files" as obj (the name was taken from the subtoolname) Result: So the questions are: 1. Why are the sizes AND the…
Milkshape has one but it doesn't export boned/animated meshes hell it can't even import properly, and "wait for ms3d 2.0" excuse is used in the exporter itself (vertex weights) while HL2 is supported, wtf that left me stuck. Any other free apps that have a proper .glm export?
There aren't a lot of variables that can be entered for this option, but when exporting a level from sandbox to run in launcher.exe, end up with the majority of brushes and entities not getting included. Since there really aren't really many options in "export to engine" button, wondering what else affects the export. The…
Hello all, I'm testing exporting trees out of SpeedTree and into UE4, but when I import them, they look like this: It seems as though the export isn't generating texture atlases for some reason. Does any one have any idea how to fix this? I'm definitely missing/skipping a step somewhere I assume. Do you need to create…
Hey, I'm really enjoying substance painter right now. However I'm confused as to how I can export Specular maps for UE4. IN SP the only shader option I have is Metal-Rough, from my UE4 understanding metalness is not what I want as I've been painting specular maps. In the export options there IS a gloss-specular option…
I dont think you can. The explode button is a temporary thing in zbrush as far as I know. The advantage of exporting your hipoly from zbrush is that xnormal sees it for baking without the mesh having to be open. Exploding a decimated mesh in your retopo app works really well for one time bakes but it means having to use…
Hey guys, I'm a maya user switching over to max and I'm running into an issue. Are there known problems when export OBJ/FBX files from Max 2013? I never use to run into any problem exporting from Maya, but now I'm having all sorts of issues. Here is one: Exporting OBJ/FBX with 2 UV shells in Max With these settings (or any…
uhm, an update. I found the ini files for the GW exporter. I deleted them, and running the exporter created new preset files. Still, changing these presets at all saves the data but fails to save my negation of "export materials" checkbox. Still, running an export from maxscript uses some preset i can't find. This time the…
Hi all, Sorry to create another thread on .fbx exporting, but I thought I'd pose you a query: I have my environment blocked out in Maya and plan to export it into UDK as an .fbx file. Now I know that I'll have to go through and manually delete and replace all of my instanced objects, (-_-) but I was wondering if anyone…
I am trying to export a shattered object from Maya into UDK using FBX. The object has been shattered and a radial field applied to make it "explode". I then baked out the animation but it wont export out correctly. The channels for translate have a connection and that is the error keeping it from exporting. Am I going…