I don't know if this works for skeletal meshes, but in blender I use sharp edges with an Edge split modifier, but then before export I remove the edge split modifier. Then I export as obj and make sure the "Smooth Groups" option is checked in the export dialog. To import into UE4, I just use the autodesk fbx converter to…
How do i save my project as an obj? Should i export it and send you the obj version of the mesh instead of the actual file? Edit: I sent you the obj. There might be a couple little problems with the export maybe. I have learned to check the exported mesh here and there to make sure there no black faces on my model
export level0 of you mesh (one object at a time) to max. make sure to disable multiple object export/import option if any so that vertex order doesnt change. redo your UVs without changing any topology. then export that back to mudbox and use "import UV". then recreate level UVs in mudbox. it should work out fine.
- Should I move the high and low's into their own .blend files before exporting? As far as I know there is no reason to do that, you can just export them individually to their own .fbx (or whatever you want to use) with the "selected only" checkbox in the exporter. If you want to bake in Blender itself you need to have…
Actually, Painter supports a Non-PBR (Diff/Gloss/Spec) workflow out-of-the-box, all you have to do is set it up in the project settings, or even when you export the PBR maps you paint, you can convert them to non-PBR on export, since painter lets you choose which channels to export.
I' m exporting from 3ds max. Discard back-faces hits is checked in XNormal. I did explode the mesh on frame 2 and did export from frame two. Maybe this only works with the baker and not with the converting tool? EDIT: If I export a tangent space nm from the tesselated mesh, the tangent space nm looks good.
Ok thanks, Thats good to know. I was worried that I was doing something wrong. But what specifically is causing the problem then I wonder. We are exporting out of Maya. I was told that they tried all the options in the FBX exporter and got the same results. Does anyone know the specifics of how you have to export/import so…
Really? I export FBX to UE4 all the time and it seems fine ... I use the 2010 exporter. It does smoothing correctly and doesn't break edges on me ... FBX is so f'ing weird. Different machines, different results... I assume you told it to export mesh smoothing in the preferences panel? It doesn't by default (I know, wtf?)
Hey everyone When I export my UV'ed model from Maya and open in it Mari - I can't see the UV maps in the UV tab. I get no error when exporting nor importing into Mari. It's a fresh Mari installation with the latest update selecting the object makes no difference. *Selecting the object makes no difference. **Uv's are…
Whenever i export my model from 3ds max into zbrush I always get the triangles exported w/ it so when i divide my model gets really messed up. Ive tried exporting it as polygons etc. but that hasnt really made a difference if someone could help me fix this problem that would be great and if you want some pictures of what i…