I actually did fix this by modifying the Highpoly. I was exporting these out with default .obj settings from Max. Even though the highpoly does not show these strange artifacts I added more supporting geo (just a quick turbosmooth by smoothing group) and exported it out - BAM. back in business.
No, but I'm guessing I should right, my whole process Is uv mapping one side in Zbrush, exporting that out, then having a full high poly model then exporting that out (this one isn't Uv'd). then just baking it down. I'm not entirely sure how to use cages if i'm honest.
I exported this model as an FBX (nothing showed up in the mudbox viewport), so I then exported as OBJ. I have the latest drivers for everything. This shouldn't be the case anyways, since it's just the body that has problems. I am using Mudbox 2010. I tried in 2009, same issue.
TIFF, TGA, BMP, PNG, RAW... nothing seems to work. EDIT: I'm starting to think it's a problem with Terresculptor exporter. 16-bit images saved in Photoshop open just fine, but I can't open most of the files I export from Terresculptor or they open in 8-bit mode.
You can export to HLSL 3, HLSL 5, CGFX 3, GLSL 1.2 and GLSL 4. But it really depends on where you are taking the shader if the format it outputs to will be useful. E.g. if you want to load it into a game engine, the hand exported shader may need to be edited to work in that engine.
I think the "export transparent image" wizard you are talking about only exports to .GIF and .PNG. Or have they updated it to output TGA? [my2cents] Either way I think it would be a smart move to know how to build an alpha channel rather than trust an adobe wizard. [/my2cents]
yea I exported for unreal but I messed up and forgot to reset the transform/ scale , and I exported them in about a BILLION chunks that I dont feel like reexporting out individual again yea I got around it luckly (had someone else in the office do it haha)
I exported my textures out of substance and for some reason some of the objects that should not be being effected by metalness are. I checked the exported texures and the metal is black for the Udim that is being effected. I have the color space set to Raw and trying RGB to see if that made a different didn't fix the…
Hello. This is ID from Maya (png)--- http://prntscr.com/ddcpmz This how SP it "convert" to a mesh--- http://prntscr.com/ddcqjt Base colors exported from SP--- http://prntscr.com/ddcs46 After exporting textures this poblem is in all maps (metal, rough etc.). Dilation on 5. 2K textures. What I do wrong?
I've looked all over, can't find any information about how to make vector fields in Houdini. All I've got is an impression and a couple of tools for exporting and the documentation about a SOP Vector Field Node. The impression is that I make particles in Houdini and then export as FGA, but what information carries over?…