Many thanks for the pointers @Eric Chadwick Unfortunately, I don't understand what you're asking exactly, so here is the normal map: By 'run a histogram on the original texture', do you mean like so? I must admit, I didn't pay too much mind in what color space the texture itself was being previewed in, as long the shading…
I know there's no really need for it but I like using texporter for vertex baking and export. If anyone have a clue or an alternative for it would be nice=) Thanks
I just can't figure this out at all. If I do a normal export, it just exports the selected subtool. If I use subtool master export and select 'single polygroup for each tool' it saves a file for every piece. If I deselect it I just get multiple files anyway. All I want is to export ONE .obj, import it into 3dsMax where all…
Hello, This seems to be the main place for Quixel support, so I made an account. Quixel bridge forced me to update the ue4 livelink plug-in or so it seemed, the export icon was greyed out and I got a pop-up asking to update. So i did. Now it loses the installation path and tries to reinstall the plug-in every time. It then…
Due to lack of documentation we cannot support .fbx, so .3ds was the next best option. I created a test animation but when I export it to .3ds from max and re imported it to check it the biped is scaled up as huge cubes and the movement is minor (but it is the right movements) My hierarchy on export is [] Skin [] Physique…
I'm rendering in Zbrush and want to export just the colored part of the hair, not the black background. Is it possible to export the render with a transparent background? I finally figured it out and it sucked the life out of me. 1. In Zbrush change the background color to white (255,255,255) 2. Click BPR Render. 3.…
Importing/ exporting between MAX 2009 and ZBRUSH 3.1 is a real pain. I was getting exploding meshes every time using the exact same workflow that I used with MAX 9 and ZBRUSH 3.1 - even using the new ZBRUSH export settings in 2009. After looking around on ZBRUSHCENTRAL I found that a fix was (after turning off the optimize…
If you are using/have access to the 32bit version of Maya, you can just use the tools that Valve ships with the Source Film Maker. If you go intoC:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\sdktools\maya\ you'll find a "runmaya_2012.bat", double click that and it'll run Maya with all the plugins set…
Hi, A couple of weeks ago whilst experimenting with DDO I discovered its png exporter had two major failings. Firstly it does not include the relevant alpha channel data (e.g. gloss in a spec/gloss map), such data is just missing from the exported file, but is included in say tga. Secondly it ignored png's lossless…
I have been working with a fair number of multisub objects lately, I also work with groups a fair amount and have had problems exporting things if they weren't first detached from a group. Also I use the 3point shader for everything and multisub objects wont export correctly if you don't use a standard material. To get…