Hey guys, I really need some help with this. So basically I'm trying to get this working properly into someone elses game engine. These are the texture maps I have: Diffuse Spec Normal Camodiffuse-which is the grassy sh*t Camoalpha So I'm really unsure of this but when I export the model obviously the engine would have to…
Anyone know how to make Zbrush default to having the "Grp" button switched off in the export options? I'm sick of having to do it for every single subtool.
That's weird. have you tried importing anything into this scene and exporting? You could also try splitting the model in smaller pieces and exporting it separately
Hi. I've created a unity scene blockout using unity cubes. I've been looking online for ways to export that scene into maya but can't find anything. Any ideas?
to get masks you can use in photoshop... set up a user channel in each texture set put a black fill layer that only writes into the user channel and that covers everything add a white fill layer that only writes into the user channel and and that only covers the geometry add the user channel to your export preset export..…
Swift3D appears to export exactly one format, it's own: ".t3d" UnrealEd appears to use this file type but when importing an object into UnrealEd I get a progress bar, then nothing, no objects in the scene. Think it might just be a coincidence that UnrealEd and Swift3D both use the .t3d file extension?
Hi, I'm facing a curious bug in my maya. It happened in several files. I'm working with Unity and my workflow imply that i need to check in Unity, go back tweaking in Maya, export and check again. But since somes days, my Maya is acting strangy : - when i make modification on my meshes Uvs and hit "save file" or export to…
I have this problem that I have scenes that I want to create, maybe together with colleagues inside of our 3D Programm (Cinema4D) and not directly inside a Game Engine. There are several reasons, one is that it is more flexible so that we can easily export it over to another Engine as well. Especially for the upcoming…