You can get the Max6 .obj exporter from www.habware.at , it's free. In the export dialog, make sure you put the "number of digits" up as high as it'll go, lower numbers sometimes break the UVs. Maya imports .obj natively (as does Max7, but not 6).
I made these details with symmetry on: But when I export the map one side is stronger than the other. I sculpted on the left side and due to symmetry, the right side was sculpted too. But the left side is deeper than the right: I tried exporting from ZBrush and xNormal, no sucess in both. Anyone know what can it be? Thanks…
I'm exporting a car from Max in FBX to Maya. Some parts of the car in Maya just become white with a Phong material, others are the normal gray. I can change the material and color and what not but ONLY the gray stuff gets affected. Exporting an OBJ from Max gives the error of UV's out of range and Maya refuses to import it…
i was just thinking that why bother to export a cage to xnormal. Can't you just add a push modifier to the low poly in max - export - bake then remove the push in max? i guess that some people might edit the cage further, but you could add an edit poly on top to further refine. maybe I missed something important:/
regarding the height .. painter will use the normal map and also generate normals from the height and blend that in so when you export a material to painter you want to choose one or the other . it looks like your normal direction is different between painter and designer in this example - I'd suggest you leave the normal…
A bit of progress on my set that I did today... Still need to find a proper way to export the sword. When I export and subdivide it smooths way too much. Anyone got any idea how I can change this? I use 3ds max and Zbrush
How can you export model from modo? I try obj with UV ,but i cannot assign materials to color ID output (after baking it)...Do You assign materials then export? Can you help me in modo to quixel workflow with your plugin? :blush:
None of these solutions worked for me. Do I need to convert my editable poly to a mesh before exporting it as an Obj? I am exporting from 3DS Max 2014 with no textures applied with the exception of the base grey material. I am also using Photoshop CC current.
That would have been a logical step. Sadly it seems that is not the case. Exported and still got the same result. Am I to assume that what I was doing with skin binding is the correct method for exporting multiple objects with one bone? Would a video of what I am doing help?
AFAIK you'll have to re-export the character with the cloak, you can select multiple objects and export them, they'll show up as individual assets inside marmoset. I recently did this with a little scene containing a terrain mesh, a tree, 3 rocks and a bunch of grass planes.