i use maya with xnormal and use xnormals SBM formate which will export maya's tangest space too xnormal. than i use fbx with tangents and bi-normals checked off for export to UDK/Unity.
Looks like the eye model was mirrored. This is usually done in the 3d modeling app by adding a negative scale, which when exported to a game engine can cause lighting problems. Try removing the history and re-exporting.
Hey Guðjón, I assume you mean exporting to Viewer? If so, try enabling Export Animations, I believe this is required for parenting to work in some cases, even if you don't otherwise have animated content.
I have Mudbox 2015 and I was most of the way finished with my work for a job. I decided I wanted to bake the ambient and sculpt detail onto the version onto my model which is lower poly. The extraction Operation didn't work. You can see both attempts in the object list panel to the side but they can't be removed.…
Hi All, I am in the process of compiling my first modeled/sculpted/rigged charater model from 3ds Max to Source. This model is to be used as a custom "skin" to replace an existing model in a Valve Source game (L4D2) and there are a couple of little points I am confused about and would like to confirm. Node Assignment: In…
Hi, I've become a big fan of Marmoset Toolbag 3's baking since I started playing around with it on a recent project. I'm really impressed at the control and options I have but one thing I have had issues with is the Material ID. in Zbrush I am exporting my FBX with each subtool representing a different baking group and…
HI When I am exporting my displacement and normal maps from z brush using multi exporter, I am getting jagged cubes on my maps, where as uv seems fine to me as I have unwrapped it in maya and it has udims. Kindly help me !!
Hi all, I've been knocking my head over this issue.. when I export fbx from max to zbrush. It won't come as quads. Any body know a solution? also read about having editpoly on top when exporting out... didn't help.
Hi there, I exported a tree from SpeedTree using the Export to UE4 function, but when I opened it in Unreal there was geometry missing on the tree (as you can see in the picture). Does anyone have an idea how to fix this? I'm not sure why it's seemingly disappearing. Thanks for any help in advance!
I made a thing. for some reason max wouldn't export with proper skinning, so I used maya which was was being an absolute bastard exporting smoothing groups, but I got to work eventually. riki sets still go!