Hi, we're working on 'Blood&clay' https://bloodandclay.com/bnc.php and we're looking into transfering the rendering from Arnold to Unreal. If you are an UE pro and skilled in the render features: We want to test UE with this shot( scroll down to 'first shot'). What I want to know first: will it work?- we have scanned…
Hi @EarthQuake Sorry for my delay. I did the manually converting thing in Photoshop and also I exported the map in an 8bit format from Painter, but nothing is changing. I'm exporting my textures in PNG 16bits and the Normal map in PNG 8bits. Maybe the file format isn't the right one? In what image format should I export my…
@poopipe thx, for reply, but I wanna be able to export them both from painter...I'm talking about maps for tiling materials...I guess one way would be to export maps with height disabled, and additionaly export just height...I'm just importing material into painter to have custom preset and naming done for unity, which I…
Looks like you've solved this! For future reference: All models must be triangulated before exporting for view in 3DO. All models must be exported as the object desired for texturing. All objects on one set of UVs must be combined before exporting to the software. If you run into anything else, please let me know and I'll…
Make sure you are exporting to a file format that xnormal is not at odds with. If you export to FBX and it isn't synched with xnormal you will get funky radial gradients in certain spots. Make sure FBX and xnormal are on the same versions, and try exporting using a different format like xnormal's SBM. As for you 'light'…
A bit clearer workflow: 1) - Use the script to export meshes to FBX * * With an option to only export the base object (without modifiers) 2) - Manually unwrap and pack in Unfold 3D and export to FBX 4) - Use the script to import FBX and transfer UVW's to the corresponding objects in the 3dsmax scene (based on name/object…
What sort of trouble do you have exporting things? On my projects I've been working on, using Blender with Unity has been extremely smooth and I haven't had any problems with exporting objs for xnormal or zbrush or any other software either. Granted it could depend on which version of Blender you use, but normally if there…
+1 to what Ged said. otherwise awesome. A question, why torque. last time i used it, it was the most heart breaking POS i'd ever set eyes on, bad docs, bad exporters.. Artists Hated it, made the programmers cry daily. Have they streamlined the export process so you dont have to build a scene heirarchy just to export a…
@jogshy Do you have a tutorial showing how can i export the "projection modifier" of my low poly as a cage ? I'm doing an art test for a big studio. The test is quiete complicated and i start to be late. You help is ultimately good for me ! Edit : Just found how to export ... Was really easy in fact ... press export button…
Too much of the art pipeline is built into the studio's programs. Custom exporters, rigging and other systems setup type stuff. You might possibly be able to make the model in a non-studio piece of software, but you're going to need to export it to a common format, and then import it into the studio software, and hope to…