my bad, the unreal export is busted the same way the blender export is, which makes a bit of sense since max doesnt have mikk support. but still lost on the rotated 90 uvs or top facing polies being shaded totally wrong
That depends on how the triangles shade or if they create artifacts. Long thin triangles can be problematic for certain types of rendering. If you have even more edges in your circle then they become longer and thinner, so you might add a ring around the circle and gradually step the number of edges down as it radiates…
Hi, I need to model a 6 feet tall that will be exported to Unity. I heard unity has some specific scale to take into account. Is that just an export/import issue? Can I model my character at exactly 6 feet in 3dsmax and it will be ok once in Unity? Thanks
So, I did the high poly sculpt, exported that as an OBJ, made my low poly and UV'd it, also exporting it as a .OBJ When I put everything in xnormal, this comes out: If it's any help, the high and low poly look like this: halp plz
Thanks for the quick response! I checked this morning and the issue was I was working with textures exported using the PBR preset. I plugged in the Arnold set I had already exported and boom! fixed it. aha :# Thanks again!
the other nice thing about getting or making a scirpt, is for batch exports, i can export every object or group in my scene as it;s onw fbx, so it;s own assets in udk with 1 click.
loks like you are exporting an animation? it's probably affecting the top's shape (differences in skinning, etc). you could try exporting back to blender to compare with the original shape. i wouldn't trust FBX with anything really...
hey @Ohios_007 if you try exporting as a different configuration do you still get the same result? not sure what you are exporting out as but my first guess is it would be related to that and if the output for the normal was changed accidentally.
Hmm... i'm not sure, but it can be 1. Something like apply tranformation[XForm] 2. Skin not right 3. Blender export smd error. [open new blend, append your courier and try to export again]
The curls are probably not much more than this: shaped spline -> mesh -> stack obj and scale/shape -> export zbrush -> Detail. Exporting with the rest of the meshes as well, that would be silly to just exp those bits alone :P