Also would like the option to export the Additional Maps baked in Substance out same way it exports the texture set files. Really strange that there isn't such a thing yet, only thing stopping me from using it other than xNormal.
so what happens if you collapse your stack before exporting? I've never seen the max obj exporter do anything like this if you had modifiers on the mesh, im thinking you have a hidden mesh in your scene.
I get nearly everything finished with the programming stuff......now a lot of writting stuff of the documentation and only 5 weeks left: @Eric I don´t have programmer, i just exported everything with the .fbx exporter built in maya.
You could also try to mess around with a Edit Normals modifier. Though an easier way might be to export it out of Max as a obj file, there should be a option to export without the normals information. Then just re-import it, that should reset the normals.
Is there any way to do brightness/contrast or any type of adjustment to the colors you've painted onto a model with Polypaint other than exporting and bringing it into PS? Basically I think I painted the colors too dark on my character and I'd like to lighten them in Zbrush without having to do a bunch of exporting and…
When I bake maps with xNormal, I seem to get results as though my edges were softened. The exported FBX looks correct when I analyze it but I'm still getting these results. In xNormal, both the base mesh's "use exported normals" and "harden normals" settings yield the same baked normals.
Some time ago, before unity had a lightmapper there was a free lightmapper kit that included an FBX exporter named External Lightmapper Tool or something like that. Also, if you only need to open it in maya there is a pretty good maya exporter in the asset store. /eric
the FBX 'bake animation' button never works right for me--I just manually bake it out before export with Edit>keys>bakeanimation. I just got to remember not to save the baked file after I've exported. Maybe try that with your constraints?
yeah I have seen this stuff before but... I asked this on Orbs forum, but if I was to try this would there be a way for me to export the normal maps for the subtools all at once and export them all to one map? instead of having to combine them one by one.
Can you list the workflow that you used? (the geo approx settings, if hard edges where made along the UV borders, if the mesh was triangulated prior to export and if the user normals were exported along with it). Does the map look fine in the xnormal model viewer?