Each separated object will require its own set of input maps and will export individual textures per object. It's not an efficient way to work - you'll end up at least doubling the project files needed to work, and you'll have to combine everything together manually afterward. If you want texture consistency, ensure that…
I'm thinking that you might need to bake 2 normal maps. One that has 0 edge padding that will be used with DDO so it follows the edge more closely, and a second that has the edge padding that you'll use for your export (this one would go as its own layer above the "Texture base" that you leave turned off until you're ready…
when the twist bones are exported, they export as bones. All the skinning is there. The forearm twists are superb. 4 bones per vert seems to the norm these days. 10 bones isn't really feasible for realitime, plus you end up storing a load of weighting information. A more common technique is to use a lower number of bones…
ActorX ships with UDK, go and install the version you want. That will export the skeletal mesh for you. After that you need to digest animations and export those to PSAs. Seriously this is rather fairly well documented on UDN (which should have been the first place you should have looked.) This is the second item in the…
If everything is sharing 1 texture, as far as I can remember you don't need to use a multi-sub. Also, make sure you actually have a 2d texture applied to your object when exporting. Never forget ye' old ResetXForm, as well as adding an Edit Poly / Unwrap UVW / Collapse stack before exporting. Man, I miss 2004. That engine…
Client wants me to rig his 8 armors with UMA 2, I'm currently using Autodesk Maya 2019, can I rig it with my application and export it on UMA 2? Can someone tell me how does this works or what's its pipeline or should I just rig the armor normally to joints in maya then export it as fbx. Thank you.
I am working on a project in XNA and need an animator familiar with rigging and animating for XNA. Specifically the exports need to be .X, so use of the Panda exporter is required. I am on my own so probably won't be able to pay studio rates, but will try to compensate fairly. At this point all I really need is rigging and…
I'm trying to export a model with custom collision on an assets for UDK but am having some trouble. The asset is broken down into three materials, all named, and one collision mesh titled "UCX_collision". When I export it into UDK with fbx, the whole UCX mesh isn't visible in the previewer but the collision isn't enabled…
Hi everyone, recently I started making a new environment. I plan it to be a piece of swamp terrain surrounded by forest and mountains. Here there are some inspiration images that I used. Here is the plan of the environment and the blockout. Next step I plan to make a set of tiling textures for the terrain and model some…
Hi guys! This is the second time I export a model from Zbrush to Maya with displacement and diffuse maps. The first time I tried a couple of renderings it was fine. Then I modified the mesh, so re-unwrapped UVs and re-exported textures but this time, whenever I try IPR render this is what comes out: Now this is a test done…