You should set the size to 'relative to parent' when exporting for Painter. If you want to use the designer tiling just expose the tiling parameter before export.
Ok turns out this is a scaling issue, I have my objects scaled to real world scale in Blender, exporting as FBX, which scales it up 100x. Exporting as OBJ fixes the issue.
Hey there, I have recently been trying to go extreme with optimizing UV space and have seen videos on people deleting a mesh down the middle, UV-unwrapping it, baking it and then mirroring the mesh later. Basically saving on UV space as the other half would be offset outside the 0-1 space. However when I attempt this I get…
There is no preview image for the viewer exported from Marmoset Toolbag 3.04 . Here are the settings I used to export the Marmoset Viewer: and here is a link to the html file that was exported: http://digital-mapping.net/forums/Marmoset/breakwater.html
I cobbled together some bits and bobs into a stand alone win32 tool it works on a wavefront obj file (the DrOS of file formats but pretty ubiquitous), it will handle quads, though not polys, (in the export) but will still render them as tri's. It expects the UV's to be in a 0-1 range. You can drop drag the obj file onto…
I have the same issue with all the obj I exported except the samples files by quixel. I use 3dsmax 2014 64bits and DDO 1.6. The settings in 3dsmax to export are:
Ok it's working :D Thanks for your response and your help :) . I triangulated the mesh before the export (and I don't use only the triangulate export option) and all is ok :) .
Usually what I do is I export the mesh as OBJ, but I uncheck vertex colors at the export window. Then, just reimport. Should work. Not sure what causes this though.
You need to export a .fbx file, add an Edit Poly modifier on your object, don't collapse, and in export options make sure Triangulate is off (both in Max and Maya)