There is a combination of selection during the export you have to make to be sure mudbox doesn't crash. It was a while ago I did this, so I forgot which they where, but try out and make some combos. Wasen't much help was it :P EDIT: Oh... found a screen of the exporter, make sure you tick of all the optimisation. I'm sure…
Hi all I'm working on a group project where we need to create a tool using python in Maya 2012. We've decided to create a tool that creates a polyCube based on several input fields (name, height, width, depth) and which features an "export" button that can be used instead of having to click on the "file" dropdown menu.…
Just make sure to uncheck "Turbosmooth" on your FBX export setting for the HP object cus it got me last time into believing that by checking "Turbosmooth" means "export with Turbosmooth applied" but apparently it means export the modifier together, if your target app (in this case Substance Painter) didn't support…
Hi, Im playing with SpeedTree and I would like to ask you if someone has experience with exporting from SpeedTree to FBX or any format with hierarchy. I didn´t find any proper settings in FBXExported which is included in SpeedTree. Only what can I do is filter what I want to export from ST. Documentation I´ve also tried to…
I used Corel Painter plus Blender addon that reads riff files but now can't activate my 2017 license any more. Too old. And honestly it's ancient and inconvenient as hell. Nothing really new there for decades. Any other soft focused on real world brush simulation that could export depth ? Art rage? Rebelle? Anything ?
Now with the release of Cyberpunk I want to release a Unreal Engine 1 / DeusEx exporter for blender. I used it to build a custom character model for DeusEx and to learn a bit more about blender python scripting. http://www.github.com/mctrollin/Unreal1-Exporter-for-Blender I will update this with - some helpful animation…
Hi guys, I was hoping someone could help, or at least sympathize :) When I export from Maya 2016 as FBX with triangulate ticked on, Maya will reset all changes to the UV's. You can see the error in all it's glory right here: https://www.youtube.com/watch?v=q3J1DoCqF0M&feature=youtu.be Anyone else experienced this? Anyone…
To op's situation, i open up m3 and m4 and redo the scene copying the numbers and settings when i run into this issue, yea an export situation would be less time consuming but this is the solution for me and possibly others if no one thought about it, there it is. (export what you can, though)
Got a bit of a weird result with my test. I exported a (polypainted) red cube and a purple cylinder primitive from zbrush. So that's two subtools exported as a single FBX. Made lowpoly versions, UV'd etc. and baked vertex colour in Xnormal. The cube came out red, but the cylinder was a pale green. Same colour as I was…