New update v4.0041 are available. * added a new option "Corona Materials -> glTF Materials" to the "Conversion Direction" section on the "Scene Convert" tab, for convert Corona materials to glTF Material (which is necessary for exporting to the corresponding 3d software: Gestaltor, Babylon etc.)
Hey guys, There are so many people asking me about the process of making my Ellie fanart so I decided to do a making of for this character. This is just an overview, not an in-depth tutorial. I can't go into details for everything unfortunately due to time constraints. I'm sorry if you couldn't find the information you are…
Hello guys, I have strange artefacts on my model in Unity. I suppose it happened because of a normal map. I changed export option from 8bit to 16bit (in SP), and turned off compression (in Unity). Now it looks better, but still not as smooth as it should be. Do you know any way how to fix it? (In Unityt) (Substance…
Just trying to work out the bugs, so it looks like emissive glows have some issues as do particles with the focus settings? I will see if I can start to layer this up in post. Next I am going to try exporting an animated camera with the new USD export options from Blender and Maya and see if there are any differences.
You'll just simply use the non-destructive triangulate modifier on top of your quad mesh in Blender, and you can still work with quads underneath the modifier while rigging/weight painting. Apply the modifier when exporting to elsewhere. Since you exported the quad version Unity, it triangulated it in its own way, hence…
^^ Always killed history. It just happened (posted on the UDK thread a while ago). I just exported and brought back in when it happened. It could be a FUBAR'ed node. I never got around to installing it, was looking for a way to batch export ASE from Maya, then I moved on to FBX. If that's not you stalking me, then who is…
I lean toward maybe but I've never tried it. I know it is kind of spotty with regular rendering. The great thing about shaderfx is that you can export the shaders you make and import them into anything that supports them. I think you can export a cgfx or hlsl which you might be able to wrangle into max another way.
Hi Peter, these days you never have to resort to reskinning models. I personally export weights and reimport them, but I use proprietary project scripts I wrote, and cannot release them. Surely there are numerous export/import skin weight scripts ? (because scaling doesn't disrupt vertex order, so that would be a good bet)
I think i have seen something like that, but i´m not sure what exactly was the solution. Possible things to try would be: - Look for overlapped and flipped uv shells - make sure all verts are welded correctly - reset xforms before exporting - import it in max into a fresh scene and export it again - more suggestions to…
The pieces in red were created entirely inside zbrush, they have no UV's. Im getting ready to export my mesh that I will be using as my High Poly for when I bake down to the low poly. What is the normal workflow for UV'ing the meshes made entirely in zbrush, so I can export to use as my high poly?