Hello everybody! In my years of game development I got really tired of saving tga files from your PSD file. I have checked the internet several times for a program that can split my PSD file into tga files, but all I could find were slow scripts or not easy to use. So I figured it would be time to write one myself. The…
So for this week's progress I've further developed more on my interior , and ive Textured my Hero Asset to set a texture benchmark for my other sets in the scene. I've also seperated the sets I need to the side so its easier to export and bring it to unreal and build my scene there . Oh ya I've also imported Manny ( or wtv…
I face this problem, too. The problem that when you export to photoshop your paint layer converts to 8-bit image and when you import it back to mudbox layer became 8 bit. Mudbox help describe it and suggest to use 16 bit layers but it does not cover photoshop export problem. I was trying to find any plugin that will cause…
Hopefully this helps. When you import a model into a fresh tool with no subdivisions, a record of the scale and position is added to the export panel on the bottom right panels. This ensures whatever changes Zbrush did to work correctly within its workspace, that it is then reverted once you export the tool. Though,…
TGEA user (unfortunately) 1. As stated all models are converted to triangles for pretty much every engine out there. Working in your modeling program, you dont need to worry about this until you are ready to export. At least in max, I can keep my low poly in quads view and the exporter will convert. 2. You export the…
Thinking about it again, what I said here was incorrect... the issue isn't really that the paths are absolute, it is more that the maya files are pointing to the wrong paths. Thanks for your suggestion! I just tried it and it's giving me the same results. I realize now that using os module here wasn't necessary thought.…
It would be up to the exporter. I still need to write the docs on this, but the object has the transforms stored along with an ID map to the original object. As of today this works in the Wall Worm VMF/MAP exporter. But it can be adapted to any engine exporter. As soon as I write the docs for this, any developer writing…
It makes a lot of sense that Adesk have chosen aistandard and Max's physical material as a framework. Incidentally MtoA 3.2 and core 5.3 just released featuring: New menu Export Selection to MaterialX allows exporting the selected shading trees to a materialx document. It's also possible to append several looks to a single…
If you want zero distortion then you have to apply the texture at the highers subD in ZB. That would be your end result. Typically I would texture the plank in ZB, mask by color (isolate the darkest parts) and deflate them. That gives me visual depth. Delete the lower subs and copy the tool, then decimate the copy. Export…