Hey there, I've been exporting meshes from Maya to UDK for a while, and I've noticed weird hard edges relatively often. I've chalked it up to some sort of issue with my normal maps or something- but, I just imported a bumpy plane from Maya to UDK using FBX, and making sure to check "Export Smoothing Groups" and "Import…
Hello there guys. Recently we got a Catproduct file that we're supposed to bring into 3ds max and work on it. the file was exported in different formats(stl stp iges) yet it was very heavy for my machine to open it (16gb of ram). so then I searched a lot and found out we can use autodesk showcase to import the model and…
Hi everyone! I'm currently working on my main project for my master's degree — a recreation of the Okino Residence from Kiki’s Delivery Service. I'll be sharing some placeholder meshes and foliage here to show my progress. I'd really appreciate any feedback, ideas, or suggestions you might have! I'm also new to SpeedTree,…
You can see this workflow as frustrating or one that gives you ultimate flexibility. 3D app, zB and SP are a terrific combination. I'm no expert, but will put some general stuff that may help. Feel free to ask questions and I will do my best to answer them. If you are using zB at all fist thing is to setup GoZ tween it and…
it's not Substance issue. It's a matter of surface shading, vertex normals , proper split/hard edges placement . First apply any shiny/ polished material in Maya to check if you see same issues there. There shouldn't be triangle like gradients or reflection distortions . Neither in a first next LOD too at least. You may…
The game we're developing is a FPS that has a mix of sci-fi, fantasy, and urban gothic themes. The FPS will be a game mod based on open-source engines Cube 2 and Tesseract with gameplay similar to Red Eclipse and other FPS games. Hello, we're hard at work developing a game demo. We already have a functional alpha build of…
Forgetting the procedural aspect, having it as a simple exporter can save a ton of time. For instance in photoshop you may have stacks of layers that blend different bakes together, but when you tweak something you have to go and re-save any of your changed maps, but with substance you can specify your outputs, pack maps…
Because our road meshes are often quite complex and with many parts crossing over and under other parts, a custom collision mesh is the only way to go. I think this means I can't export as FBX - as far as I can see collisions only work properly when you export as an ASE file. Thus I lose the ability to automatically import…
First off you could have posted this in the CryEngine section :P For your problem, I don't really get it, the material editor also didn't changed a lot (you don't have to use the node-based version just change to compact and you get the good old editor). Now to you Question.. Just create a simple Box that fits the size of…