Got a problem with exporting MD3's from Max. I'm using Max 5 and the newest version of Cookson's improved PnF exporter, which otherwise works fine. Problem is, when I try and actually use the MD3 as a weapon model, Quake3 rejects it because it has more than 1000 verts. Now, that might be possible if my model wasn't only…
Id much appreciate any help i can be given on this model im working on, im practicing anatomy and im making this in order to have something to work from for characters instead of starting from scratch each time. Any help would be much appreciated thanks. Kyle.
I would like constructive cricitism on my recent sculpt. First I'll explain the process of my modeling in hopes that people can give feedback there too (like if I've done a certain step inefficiently) The character I sculpted is from Re:Zero Regulus Corneas. The main reference image and the pose I followed is here. However…
it is because the tangents are different than max in xnormal. in maya if you export using xnormals sbm format and check off include tangents and binormals i can make xnormal bake using the same tangents as maya's viewport, and once i epxport as fbx for udk, if i use that same option in the fbx formate it will also make udk…
- Texture update. Added some materials and detail to the model, Looking alot better I think. I'm no expert in SP as I only started using it for the first time last week!, But its fun adding different materials to break up different parts. Screenshot taken from Iray in SP. Screenshot taken from inside Marmoset Toolbag. I…
THanks for the reply oglu! It turns out that there was some corruption in the UVs as I exported the mesh from Zbrush. This error happens in Zbrush too! I deleted all the images that I got out of mudbox but I had made a post in ZbrushCentral regarding this and these are those images the exact same thing happens.…
Hi! It's good that you chose XSI. We definitely need more XSI people here Although I'm no expert I know one thing which may cause this. If you draw the bones on the ground and then rotated them, you may try re-drawing your chain in the standing position. And this may also be the classical y-up/z-up problem but I think it…
Hi I came up with this addon while working on my recent project. "Export to FBX" button allows to export models to FBX with proper transformation and preserved smoothing groups. It also sets the pivot on the lowest vertex and provides the possibility to export as one file or multiple files. "Convert map only" button…
These problems are often caused by the settings in the zbrush export menu: http://docs.pixologic.com/reference-guide/tool/polymesh/export/ You should check what it says in your scene. When you import a obj or FBX it will automatically create settings in this menu. If you change them the size of your scene changes when you…
Hi Bugo, Like kodde showed, Maya does dynamically choses the 'shortest edge path' between verts when ngons are deformed. However if you have a 'static' mesh in a tpose looking fine before triangulation, applying a mesh>triangulate wont change the surface (no edge flips), it will just make everything into tris. In that…