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.
It is the SC2 art tools exporter for 3ds max 2011 64 bit. There is no option pertaining to smoothing groups or vertex normals in the export options. I belive somehow my smoothing group infomation has become corrupt in some way. Is there any method to reset or repair them specifically?
I'm not at home to test things right now. But I would try exporting his fig, and importing the fig ontop of the original BIPED(the one the animation was created with), see if the animation looks right. If it does then you should be able to re-export the bip and bring it into your original file.
Well, if you can export into UnrealEd, I'm pretty sure if you place a custom model in the world, there's an option somewhere in UEd to export static geometry as .ASE, which you could probably open in Maya 7. Other than that, the only thing that would work is as Husch says.
Depending on where you've baked the normal map, you may need to export your mesh with triangles and rebake. Then, make sure you're using the same triangulation in each app. If you export quads or ngons you're relying on each app/game engine to interpret that differently.
Is your document resolution in the Document Settings set to 4k or 512? If you are just exporting at 4k but your doc resolution is set to 512, there is a bug in the current Painter build that upscales the texture instead of adding details, you need to set your doc to 4k before exporting.
@SpecterShadow awesome. really liking the flourishes with the sword. A question at the people who post gifs. I did look on the other sections but whats the best method in making them. Are they exported from Maya as an image sequence then imported/exported from premiere/after effects as a gif or something?