Thanks!After some digging I've exported as a targa and that seemed to work,probably .tga defaults to 8bpp.Anyways,thanks for telling me the actual cause and multiple fixes! :)
Hi, Do perhaps know if there are any issues with 3ds max 2021 using the Physicalmaterials and exporting (fbx to Unity) I have embedded the texture but all is white materials in Unity. If I use the standardMaterials in Max it export oke.
Watch the tutorial again, you are exporting it to the Levels folder, I say that the objects must be exported to the Objects folder, like this: \Crysis2\GameCrysis2\Objects\YourProp (If you are using C2) \CryENGINE_v3_3_5_2456_FreeSDK\Game\Objects\YourProp (On the free SDK)
Many users are using COLLADA import in OSG (http://forum.openscenegraph.org). The problem is usually not what OSG can load, but how the COLLADA was exported. Please use the openCOLLADA (www.opencollada.org) plug-in to Max, and not the buggy exported provided by default with Max.
I would suggest to check that : - You don't have any remaining transformation on your mesh before exporting - That the HP and LP scale match - That the LP and HP overlap properly - Flatten down your turbosmooth before exporting
Make sure you export the obj file as triangulated from Maya. If that don't work, I import it into fragmotion and export it out as a similar name and DDo loads it just fine. I have that same issue with 3d Max.
Since you are using Maya, have you tried the SBM format for your export ? This format came with the xNormal plugin for Maya. It should triangulate you meshes correctly during the export and therefore avoid you the mismatch problem.
this is about texture projection not mesh transfer. Rather than screenshots the 'export to photoshop' option exports a screenshot, camera coords and splits the viewport shading into a sepeate layer so you can paint on the model then project it into the texture in mudbox
Please start by attaching your log file : https://support.allegorithmic.com/documentation/display/SPDOC/Exporting+the+log+file Also attach the normal from handplane and the one exported by Substance Painter so we can take a look at it.
The reason why it appears fine when you drag the export file prefab into the scene is because it automatically rotates that prefab 270 degrees on x. You want to export it so that if the rotation of this group is (0,0,0) the tree is facing up.