Read a few threads online about this but can't seem to wrap my head around this. Exported an object with the correct scale from Max, unit in mm. Exported into zbrush with the correct size, but the brush size is too small. Using the unify under deformation will help but messes up the scale. any way to fix this? thanks.
hey there. i'm working sometimes with meshes from games so uvw map isn't placed in the blue frame. is there a way to move the map into the blue frame with the exact position, so i can export the template? or is there a way to export the template placed outer the blue frame? thank you!
Is there a way to import Megascan decals directly into a 3DS Max scene? Also, when I export the decal via Bridge for Vray, I get the Bitmaps, however the decal doesn't have an alpha to allow me to use it within 3DS or even Photoshop. Is there an export setting in Bridge that will allow this? Cheers
The crazy rainbow pattern usually means your exporting something that's been set to 32 bits in your editing program. Make sure you have it set to 8bits, or just use .tga since you cant export anything else but 8bit with it.
Got those silly seams fixed, it was a simple export problem from 3ds Max, I didn't exported the low poly model normals. Almost done on the texture, the specular needs some tweaks but I'm feeling almost there ! Next step, posing.
SP lacks a proper PSD export feature, and although I believe you can export the individual layers/masks and build a PSD manually from them, that's guaranteed to be a pita. If your ok with that, then give it a shot, but otherwise I wouldn't bother for now.
Thanks! And another question) I export low poly version my model and look! frog dont have eyes! :( so then Xnormal bakes AOmap they need? How i can export all sub tool together? or its dasnt need?
Gah, sorry for not being specific enough. Well, when i open my model in the model viewer, it cant find the vmt that i specified. what's the proper way of naming a material before export? Im using the prall exporter for maya by the way.
If you can try using the SBM xnormal exporter that is installed with xNormal. Put an edit mesh under your projection modifier and Export Sel>SBM>Low Poly. This packages your LP mesh with the cage in one file. Works every time.
It can go up to 8k x 4k, but that resolution needs too much memory and patience to export from SD, so I just exported it as 4k x 2k And here are the SD and ue4 graphs respectively (too unorganized, I know)