I have exported an obj from Rhino and the resulting mesh in Zbrush is very messy. I would like to add fine detail to it in Zbrush but am struugling to find a good workflow.This is what I have done so far:Exported an obj from Rhino with Polygon Mesh Objects and points welded. I then imported this into Zbrush with quads and…
Yes like Joopson said, you just overlay your Exported U.v.'s over the textures in say Krita or "photohop". In max there is an option when exporting wireframe "u.v.'s" , you can take away the inner lines of the wireframes and keep the outter wireframes. Do not have 3dsmax in front of me nor on this p.c. but its selection…
Hi guys, I've set up the previous Quixel suite to export through our texture pipeline and get it into our engine with packing and stuff using the really robust calibration files Quixel's provided. I had a few questions as I migrated it to work with Quixel Suite 2.0.4 The problem I'm having is no matter whether I return…
Hi guys, Need a .DAE exporter for Maya 2014.I grabed the PVRGeo POD exporeter but only supports 2012 the same with ColladaMaya plugin. Any suggestions please?
I can't seem to figure out how to get the option to set objects to origin on export and export the models individually in Maya LT 2016. The documentation for the game exporter doesn't even match how mine looks. Here is Autodesks documentation.
Due to software limitations on the current version of Unity's PS4 builds, we can't use Substances in place of materials, nor can we reference the Substance's generated textures using a Standard material, The last resort for us is to use the Export Bitmap feature that all the Substances have, however the alpha channels for…
Why do my textures look like this when I export them in Substance painter 1.7.3? This is a hand texture and that light part is the palm. What is that stretched out noise? This happens with every texture I export.
Hi I have a skinned mesh which I'm exporting from Maya in FBX format, the mesh has a single skinCluster and a blend shape deformer. When I import it has a bunch of skinClusters, I think one for each influence, but every skinCluster is a full copy, and together they deform the mesh multiple times over. Funny thing is that…
I'm using Blender to export my object's animation into Marmoset. I've tried baking my object before exporting, using the bake animation feature when exporting an fbx, and I've looked at quite a few different tutorials but nothing seems to work. Everytime I export it, only a certain part of the animation happens and the…
Hello! I'm trying to export my character with some CAT animation from 3ds Max to FBX. I checked "CAT characters as HIK" so it wouldn't export CAT bone meshes. However, it does export digits on arms and legs. And that's how it looks in UE4 How to get rid of them?