I recently working on a faceless staff and when I try to upload lod0 it says there is 2 materials and only 1 material permitted. I tries everything I can think (Deleting all materials, exporting as fbx, export with "ignore material" option) still nothing. İs it a bug in importer or I did something wrong? Thx for all…
I have been working on some textures on my personal character in substance painter. I am done with the texturing and exported maps( Metal/roughness) . Now when i import textures in marmoset 2.08 the metal is coming like plastic. Is there any thing i am missing while exporting or is there any thing i have to do in marmoset.…
Hey I'm having an issue exporting with Substance Painter all my maps become distorted... If you have any suggestions on how to fix this or what the problem may be please help me trouble shoot this. Here is what the texture map diffuse/color map looks like inside Painter Inside Painter: http://pasteboard.co/2w7uORTD.jpg…
Hello, Made a concept for a custom Gyrocopter propeller: I ran into some weird spacing issues when I exported it however and also saw that the default propeller still pops in. Exported some test geometry. I'm not sure if that is really how far in the propeller pops in. If so I will probably scrap the idea.
units set up feet 1-1 system units set up 1 unit=1 centimeters I like to work in feet to keep things in perspective. I am exporting for UE4. id like to be able to work in feet in 3ds max and still export to ue4 and have the size match...
Little problem my friend helped me solve. My normal maps were making my diffuse darker in Maya, Arnold - reason for this was because "Normal map format" was exported in OpenGL and not DirectX (Substance Painter). If exported in OpenGL, you can still fix it by flipping the green channel In the file node.
I work in the offshore business and we recieve models from everywhere so i see it alot :P when i exported with cm in fbx it got to big but when i scaled the model to 50 percent in max it all looked good in udk when exporting as cm. Thanks for good info.
Unreal will calculate the tangents and binormals, if you do export withthose turned on, make sure that you change the import settings to import the tangents and binormals. But, I've generally never needed to export with tangents and binormals on, I only dothat when something is screwing up and I can't get anything else to…
Edit : I figured out this is an issue with the mixamo fuse / adobe fuse CC when you export your original mesh, you cant use its Morphs/BlendShapes, until you just export your self a separate blendshape that is close to your original blendshape. thats it. it solved my problem.
Well I used Crytiffs for my export to CryEngine, but I just re-saved the baked normal map I got from 3DS Max. Turned it from a TGA to a Crytiff in Photoshop before making a final export file. Is that the same thing or did you mean there's a Crytiff plugin for XNormal as well?