one thing to note about foreign beers is that their export version doesn't necessarily have to taste like the local stuff. Usually the reason is difference of regulations about foodstuffs between countries. For a long time Austrian export beers used to be total crap due to this :(
@spudnik. I had that as well, You'll have to play with flipping the green channel option box in marmoset. Also try .obj, instead of .fbx. Also check your normal export options when you do export that obj. Make sure normals is on.
i had a quick question about the texturing in Unreal editor 2004. When you texture in 3DS Max with a regular diffuse texture and add a normal map to it, then export to unreal. Does unreal bake the normal map to the diffuse or does it completely ignore the normal map and just exports the diffuse? thanks for your help
In my experience the way SP calculates normal details usually gives me a few problems, but since I'm usually exporting to another program for rendering I just ignore it and check the quality regularly in whatever software I'm going to render it. I don't know if this is what you're going to do, but I found that a lot of the…
The problem appears only when exporting to OBG. For example, FBX works without problems. This is an export bug in OBJ. Everything works well if you uncheck the texture coord in Optimize. But I do not understand well what he is responsible for and what consequences may arise if it is removed.
Hmm, thought I did. I wonder if that exporter shifted everything back. I'll check the orginal file's and let you know, but in theory they should be. EDIT: Checked original file and the one from the export. They are all outside the area. Maybe your importer (Modo?), combined them?
Try this. I opened it in maya and it had no ngons so i exported it to make sure it stays. Also i have no clue why the obj from maya is twice as big size when exporting from maya. Anyone have any idea? https://www.mediafire.com/?e88347822oaep2r
Houdini has some great landscape tools and you can import your height map and start with that.I don't think you can export textures with the free version but you can export your mesh. I'm interested in doing something similar in designer as well.
I tried exporting from Meshlab which doesn't do big-endian, exporting from VisualSFM which only does binary little-endian, this site http://people.sc.fsu.edu/~jburkardt/data/ply/ply.html which has one example but it seems to be corrupt, and searched for that string.
Ok thanks. Its Zbrush obj exporter which creates smooth normals by default. I tried exporting with fbx without smoothing normals and it worked. However, I also noticed that even with smooth normals fbx mesh looks much better than obj mesh.