Hello I am making my first serious rig and I was wondering whether I should export the armature as a whole or whether I should split the characters up into several pieces "character_body_a", "character_head_a", "character_hands_a". As a general rule what is better and why? How would/do you do it? The facial rig will have…
We are using the .x file format. But when I export this model from XSI the UV coordinates are messed up except some parts. Before I started unwrapping I divided my model into pieces with the "extract polygons(delete)" command. After unwrapping, I used the "Merge" command. After that, I arranged my separate UV pieces to fit…
Hi guys, Just wanted to share this tool here for people who want an automated exporter from Xgen in Maya to the new Unreal Alembic Hair format without the hassle of having to prep the scene manually.Just with a click of a button it will do all the steps for you and write a hair alembic file that can be directly imported…
Is there a way of exporting a 4 part character (helmut, body, armor and gun) the is posed in animtree to a fbx or obj file? I did not rig or animate the character but the information is in UDK and I would like to take the posed character into marmoset toolbag for presentation renders. I'm not well versed in UDK so I also…
thanks, well, i got the decimation master again 3 days ago, im sure its something wrong. Well, I will try seeing if its an export problem, because whenever I export without Decimation, IT WORKS!
Hello there, I'm new here and I'm not sure if this is the right forum to post this topic. This will be quite a long post, but I seriously need help :( I've been working on a personal project ever since I graduated back in June 2019. I'm trying to create a decent AAA quality recreation of Adam Taurus from RWBY. Yes it may…
Did a quick seach and as far as I know you cant create uvs in substance painter. You can in zBrush but its kind of inflexible. *What I do is create the character in zBrush. *Goz a (duplicated) decimated version to a 3D modelling app. Play with the eport settings in ZB until the decimated model is the right size and…
From what I've sampled so far, even when I've tried re-exporting a piece out, it's exported everything. But everything is in separate parts within ZBrush. Wouldn't Decimation triangulate it more though? When the models are imported, the triangulation looks similar to how Unreal would probably do it...? Actually, no, it's…