Hi CGXel, to be honest I don't really understand your question. Beside of all the stuff you said you import an 3ds max file into another and the imported objects don't carry the correct materials after import? If I import an 3ds max file into an empty scene the materials are there but not in the (compact) material editor.…
Okay, so I exported the node which the UE4 tool names UE4_MODEL. I can mark that node, which adds it to the marked list for export. The only caveat is that all of the nodes are named UE4_MODEL and it won't add them all to the list because they all have the same name. If I rename this node, the collision does not export,…
Biped is probably the easiest way, provided you have 2008 or 09 and under structure you turn on Triangle Neck and Triangle Pelvis. If your on an older version of CS its not hard, just export to FBX reopen it in max, relink the clavicles to the neck and rexport. Also make the first frame of your animation the same as figure…
if you want mirrors edge- 1- create a new textures folder and make a pS action to copy all the textures into it and desaturate them say 75-90 percent. 2- point all the shaders to this folder instead, or move the old one and rename the new texture folder so that it replaces them. 3- relight the scene using a strong…
What version of Max and Maya are you using? If its an older version of Maya and a newer version of 3dsmax I bet the fbx import/export plug-ins are different and wouldn't read correctly. It should give you some error messages when you export to FBX if something is wrong with the bones. It could be a naming convention thing,…
Great job ! You don't have to put the .vtf in max, it's defined in qc and vmt. So you can use your psd directly in max for example, as long as it has the right name. Now just add some lines to explain how to replace an official hat in-game and i think it's totaly overcomplete :) Basicaly, just by renaming in the qc…
Hello, When you run the script you're prompted with a dialogue asking you which direction you want, and then it asks you to run the script again. Once you've done that it'll save out that direction's gradient to your maya project folder. Repeat this step for all 3 maps and make sure you rename each map once it's been…
Working like a charm on 2016.5. I wish it had sets, but I'm glad it at least works with groups, so I can just name the group to what I want my .FBX to be called and set the pivot of the group to where I want it to. This way I don't have to keep renaming the mesh every single time I want to export it, I just make sure the…
I hated gfwl because the saves were locked locally to your account on that PC. If I rebuilt the system or wanted to move to another computer, I would have to use a convoluted way to go into hidden directories to get th saves and move them, rename them, and then move to another hidden folder. Its one of the reasons I have…
PBR is just 3 letters meaning mostly renamed and inverted glossiness and having the specular level and reflectivity locked from unexperienced artist to be a kind of "fool proof" solution. So no big difference with texturing approach actually. Just a few nuances. No necessity to go crazy measuring everything at all imo. As…