Thanks for your explanation! I made it in my head a lot harder than it actually was. Now I'm only having issue with fbx export. Which goes a bit off topic but... after playing around with zbrush's scale master, I got it to right size. Or at least almost.... When I open fbx I exported from zbrush in Blender it shows that…
Yea I used 3dsmax and now use Maya. I tend to stay away from the wrap deformer method in maya even though it's close enough, and stick to copy skinweights there are a few options in there that you'll want to play around with. In general I stick to closest point on surface and closest joint. UV isn't a bad option if the…
Blender only has FBX export at the moment. You can read more about it's functionality HERE It's not a format I use much tbh, as most of my models don't require animation etc., but it seems sturdy enough for what I have used it for :) That sounds like a bug. Blender should support smoothing groups by marking the edges as…
Right here : "[Engine Configuration] Export resolution clamped to 4k. More than 2GB of VRAM are required to allows 8k export (2029MB detected). Unlike what the name suggests, Substance Painter is not really a painting app but rather, a mask painting app. What you paint in it is mostly black and white masks helping with the…
Thanks for the reply Ace-Angel. I'm using the latest UDK, which is from July. I have Max 2013 with the latest service update (5). I also updated my FBX exporter to the latest, and I'm still having the same issue. I'm not exporting the models with any lightmaps. I did it initially because making lightmaps are just a part of…
Hmm... When I export an FBX with collision into UDK the naming convention of UBX and UCX etc should carry over. If you're exporting from Maya, I've found that if you combine the collision pieces into one mesh that it doesn't read when you import it into UDK (using Sep 2011 beta) for some reason. I have to keep the pieces…
Hi, I've had many questions like this when I first started character creation; dont worry :) I'll post a workflow - whether this is "adapted" or slightly changed for different users; it varies but it works fine for me :) Maya * Create Base Mesh Zbrush * Sculpt Base Mesh to ensure correct proportions and anatomy Maya *…
How do you want the chain to move? It's hard to judge from your picture how it would move realistically, do you just want the chains to move along the ground and follow the base object? For your other questions, I haven't used Max in a while, but here goes: 1. Yes, you'll need to bind your bones to the mesh using the Skin…
For the first model (the one with the black areas) I used smoothing groups to unwrap it, then when I was done I exported both high and low (exported form MAX 2017) as OBJs. I then made a Subs Painter project and when I imported the low-poly model to begin baking I noticed the black areas in it. I wasn't sure if it was a…
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