A buddy of mine works at Wild Tangent and he pointed me to this posting. I'm happy where I'm at so I decided to share =) http://tbe.taleo.net/NA2/ats/careers/requisition.jsp;jsessionid=8945A94939F33B377D060B1FCBB35A5F?org=WILDTANGENT&cws=1&rid=35
[ QUOTE ] Get the format specs and write your own exporter. It isn't that hard as long as the specs aren't as Microsoft Visual C++ specific (IOW, if you're using anything else you are SOL) as the Unreal ones. [/ QUOTE ] Hmmm yeah, that's a great idea, but if I was capable of doing that, I would already done so and I would…
Hey guys, So this feels like a pretty newbie question, but oddly enough I can't find any solid examples of what I'm thinking. So I'm trying to create a customizable character to go into the UDK. I've got the model all finished and textured and separated into the parts I want to be interchangeable in Maya-- that's the easy…
HI guys. I'm having a really hard time exporting my pieces from Zbrush to Maya. I finished my high-res model on zbrush, and I used the uv Master in most of the pieces. For the ones which the auto mapping wasn't good enough, I would Uv manually on Maya. So I used GOz -> Visible (when using All, for some reason, many peices…
I believe I fixed the scale issue. If I export a simple box, it only works If I export the bone with it. Now whenever I export my wrist item alone It shows up on the ground and doesnt move. If I export the geometry together with the wrist_L bone it moves with the animation but its offset above as shown on the image. Edit:…
Ok, found a workaround: Duplicate mesh low poly mesh > export it. apply push deform to duplicated mesh> export it as cage. This is is not %100 non destructive, but the LP is duplicated so you'll still have the LP that hasn't had the push modifier. Any changes to the LP means it would have be be duplicated and exported…
Lady Death Fanart Collectible: Part 7 Cuts and keys Hello guys, this is the final entry of this process, it’s a long post but maybe you can find some useful information. Cuts and keys Before explaining my process to create the separated pieces I must say that it’s mandatory to understand how scale works in Zbrush. For this…
yeah I had similiar problems but I "solved" them by subdividing more in Maya before I exported. there is probably a more "pro" solution to it. Im not an expert in Zbrush myself. But in this case I think the diagonal lines wont be needed so much, just sculpt with Dam standard and PenA(turn off RGB) brushes building up the…
I think I figured it out. I need to test but so far I'm thinking that ASE *doesn't* export some Max properties that define the meshes current orientation in the Max world. At some stage I've probably done some odd things with these meshes. Basically it's about 500 road side signs so lots of copy/pasting, rotating,…
A question... are you using the max2obj exporter to export an .OBJ mesh? Avoid that exporter at any cost! Is SUPER-bugged! Use the gw:OBJ exporter or, better, the xNormal's SBM exporter if possible! Are you making Reset X Form before exporting in Max? Do that ALWAYS before exporting! That's crucial! About the ray…