From the Wiki: It's actually not something you really need to stress about because if the normal map looks wrong all you got to do is flip a checkbox in either program. Or just output both formats at export time. IIRC substance painter is set to directX format by default. You can change that in the project settings. I…
Hi all. I checked with Sean VanGorder about posting his here, and he was cool with it so here goes! I just released 16 hours of UDK tutorials on my site - http://www.hourences.com/released-four-high-end-udk-tutorial-videos/ I am aware it is late into this generation/engine cycle, but for one I did not want to let all the…
well from his video it looks like he is not importing based on vertex ID, rather using the position option. that could be the issue. even though your UV island looks fine inside mudbox UV window it might be messed up like different UV faces in different areas etc. i would just export the level 0 of your reconstructed mesh,…
First off, there is probably some confusion going on with terminology. Lowpoly hard edges are (mostly) unrelated to sharp edges on a highpoly model. • First, clean up your lowpoly model. Unlock all normals, set all edges to smooth. • Use creasing or good old edge loops to make your model look the way you want it in…
Ok the closest I can get it to look right in Softimage render was by adjusting the smoothing value of the tangents. (Is it ok to adjust this? Or will it be bad further down the line when I'm exporting to UDK) However when I exported it to UDk it looked fine (except from the horrendous black lines around the edges which is…
hey dodgeburn! I'm glad you started to use zbrush, it looks like you already got one hell of a leg up. Super cool. As for exporting and presenting images, I might suggest using Document->Export. instead of screen grabs. And when you're ready if you wanna get fancy, use the BPR with some lights. Its really fun. Something to…
Yes. DirectX renders only triangles. You can export any n-gon and the importer will automatically make the triangles (though this may produce unwanted results if there are more than 4 sides.) Many people use ASE format. You can't export the textures, though. For textures and materials you must import the bitmaps in UDK…
Thanks for appreciate my work. Skinning process was wery painfull stuff to do. Usually I don't skinning in 3dsMax. I'm exporting fbx to Maya. To speed up some things i'm using this script. http://www.creativecrash.com/maya/downloads/scripts-plugins/character/c/tf_smoothskinweight--2 It works like sculpt brush for skin.…
I don't know why I didn't think to try the normal with -Y before but it definitely helped. Here is what it looks like now: The seam is definitely smaller but still there. I exported using FBX with a hard edge around the UV seam but should I smooth out the whole mesh? It didn't seem to make a difference when I switched to…
I recommend testing out CS6's 3d painting improvements, its actually miles above most 3d painters if you're using it for simple things like diffuse only work. An 'exploded' mesh has no relevance to CS6, it will combine all separate elements into one object when imported into photoshop if they've been exported into a single…