I have been having trouble in every stage of exporting from Maya 2012. Do you need both Proll's smd plugins and valves to successfully export smds, or is it either one you can use? I can't get valve's plugins to work, i tried editing the runmaya.bat to conform to the instructions, but it crashes as soon as i launch it... I…
Yes you can export with modifiers such as shell or turbosmooth. But you'll want to make sure you uncheck isoline display in turbosmooth so you export proper subdivided geometry. With the shell modifier, i've used that to create wraps before, but would extrude plans around my object, then shell it, collapse and remove the…
The gradients indicate that your mesh is baking as all one smoothing group. Could be something wrong with the way you tried to set up mark sharp/autosmooth. Maybe you didn't mark the edges as sharp, maybe autosmooth wasn't checked when you exported. Could be a problem with the export, maybe vertex normals is unchecked in…
Looks like its just picking the wrong direction for your hidden edges. You could use a "turn to poly" modifier and turn the number of edges to 3 so it will force the hidden edges to be visible. Then export and see what it gives you. You could also try using some of the other .obj export settings/presets if you're on 2009…
Heyo, I recently got UE4 and I've been putting in my models that I have been working on for a while just to see whether my workflow applies to the UE4 one. It does not seem that way, as I'm getting severe normal issues from my model. Here's the model before exported with the 2013 FBX exporter from Maya 2014: And this is…
I'm not sure what I'm doing wrong. My workflow is exporting a highpoly fbx from Zbrush of a full character I'm working on, and exporting a lowpoly fbx from Maya with the same subtools (all matching names with _HP and _LP as suffixes). Loading the lowpoly into SP works fine, but once I try to bake using the highpoly fbx I…
Hey I'm planning on presenting a character in UE4 once I finish the rig, but wanted to know if there is any way to pose it for screenshots without exporting anims? I ask because I'll likely place the character in one of the content examples and it would be great to not have to export parts of the scene into max, pose and…
I want to use Mudbox's feature of exporting the screen to Photoshop so that I can get rid of some seams on a character model, but I don't know how to get the model and its skin into mudbox. Can anyone give me a quick rundown on how to do that? Thanks. (I have the skinned model open in Cinema 4D, but don't know how to…
I came across some threads in the Allegorithmic forum that seem to imply that all maps except the diffuse/base are converted into linear. Was this only for the 3D previewer in Substance alone? I attempted to change the output nodes to different types (say base versus roughness), and they still exported out the same way. So…
Hi everyone, I'm currently leading a small team of people in creating an open world Myst spinoff/sequel, taking place 200 years following the events of Riven: The Sequel to Myst. Our website is http://www.blackmoiety.weebly.com Our tumblr is http://www.blackmoiety.tumblr.com The game features a diverse range of regions and…