I'll be damned, they have just released a 'Learning Edition' http://www.gamedev.net/community/forums/topic.asp?topic_id=359522 http://www.naturalmotion.com/pages/le.htm Saves in proprietary format and only exports to avi files. But one could animate in this, export an avi and match frame by frame if you really wanted. I…
I had problems importing back a modified base mesh from max (ie polycount mismatch) and turns out i needed to re-export as editable poly because that is how i originally exported it. So try editable mesh first and then editable poly. http://boards.polycount.net/showthread.php?t=62043
You can load in a separate mesh as a cage in Xnormal. So in your model program you can duplicate your LP and edit it to encapsulate the whole HP then export that mesh and load it into xnormal as your cage. I dunno about exporting the cage you setup in xnormal though. Would assume not.
If it's showing up perfectly fine within Substance Painter then I would have to guess it's an error that's occurring through the export options. I would check what file format you are exporting as, and also what bit depth you are using. Maybe someone else has a more concrete explanation.
I was also unable to get the import to work properly after the patch. All the items import with a black diffuse. I tried to re-import items that worked just fine yesterday and they displayed this issue as well. Loading items exported with the exporter before last nights patch seem to function fine.
That a really creative way of using N-Gons to get a pretty damn good result, well done! I also just kind of assumed that it would be less of a hassle to just handle the deformation inside of Max as opposed to going through the trouble of exporting to ZBrush and then exporting it back to Max. Very useful!
Hey, Great Tutorial! Don't know if you've seen it, but we released this tutorial as well: http://sdk.crydev.net/display/SDKDOC3/Exporting+Assets which might help you with future questions on the Maya Export. Apart from that: Check for "use Terrain Color" in Vegetation tab :) It will help with the visuals on the vegetation…
I used the GoZ option from Maya to export my model directly into ZBrush. In ZBrush I divided the model a few times and added the details. Then I exported the model from ZBrush and saved it as my high poly object. I also added supporting geometry but unfortunately it's still not working.
k, i went over everything again, i exported the skin in wally to 8bit then converted it using wal2pcx then replaced that with the original in my model folder then i unlinked and linked again in Npherno's Skin Tool then i exported the model again in q2 modeler but i still got the same result.
Okay i'll bite on this discussion, is there a site to shows the benefits of each? i find it seems we have to use both, on one hand i've run into issues with exporting and normals (hard) & VP(vertex paint) and found i had to export in .fbx so i just stopped importing .obj, also no animation support afaik. But i am willing…