What I'll do usually is use xNormal. Export out the low poly and UV map that, take high poly and export that out as well but don't touch that after you export it. Once the low is UV'd, then take both OBJ's and bring them into xNormal and get your normals from there! Plus AO Map if need be as well. That's the workflow I…
oh so That´s great news!:) I thought that polypaint can´t be exported at all (that´s why i freaked out with projection) and I use other programs but Xnormal. but.. now I found out that export is done by exporting every single subtool and their textures for import into xnormal. [ame="…
Can we see your bone setup? What are you exporting exactly? Usually if the game engine support the scale, its pretty easy to simply export it. The easy way is to create 1 bone with a bone end then constraint the position of the bone end to a dummy, and add a lookat on the bone that targets the dummy. Now you need to export…
what are you exporting to ? normally you could "collapse" things more easily in code while exporting the file. So the simplest way is telling the coder who wrote the exporter to just collapse everything when he saves the file. because writing a plugin that "collapses" stuff in 3dsmax is harder then just "writing collapsed…
I'm having some weird issue with exporting my 3ds max LOD setup to UDK. I have the asset set up with the LOD utility in 3ds max and everything works smoothly until I export it as .fbx and then import it in UDK. I can get the object with it LODs but the problem comes when I start to realize that the LOD order seems to be…
I’ve been amazed by https://www.photopea.com/ lately, for my home projects. All the same functionality (almost all) and all the hotkeys as PS. There’s a subscription nag whenever you export a non PSD file, easily bypassable. Adobe keeps innovating with PS tho, seems more 3D being integrated.
I exported 32 bit displacement maps out of zbrush which are the ones that work best for Arnold renderer because they have the most depth. In substance painter when you export your maps they become pngs or targas etc, so I had to manually set my textures to export as exr just for the displacement maps that I had imported…
I've had this happen with models imported/exported as obj in max. One thing that fixes it for me is to open the UV editor and weld all the verts with a microscopic threshold. It's not that they are unwelded but that it causes max to rewrite a portion of the file that isn't being updated. Sometimes it clears it up right…
you can try binding it mannually, i doesnt need to have an influence but you need something to show to your fbx export that it need to export the root bone, maybe just selecting it will work, but what i normally do is: bind normally and after ask maya to add the rootbone to the influence with zero influence. so it will not…
I think you'll want to look into "instanceMgr". I did a very similar thing for an FBX exporter which also exported modifier data and instance data as a companion format a while back, one of the things I did was only export the first one of each instance then recreate them all at the other end based on the data. I can't…