We are seeking a 3D modeler skilled in lighting and cinematography to create a series of shots focusing on models we provide. These shots should be striking. The models we have are lower in polys and will require either striking lighting or striking use of color. Here is an example:…
In ZBrush, go to the Tool menu palette. Near the very bottom is an "Export" dropdown. There should be something called scale, check to see what value this is and make sure it matches to any scaling factors from external software. Assuming you export out as obj, check to see if maya is setting any scale factor on export.…
Well it depends on the object. Is it static? If so you can probably be safe to do a Low Poly AO bake setting a plane underneath your object and using Global Illumination. Sometimes I use both, but for my high poly AO generation I typically use xNormals, up the rays and play with the bias, render real fast on a low…
This is my first post on polycount and I'd really like some help with loading a model in Source SDK's Itemtest. So, I created a model in Autodesk 3ds MAX 2012. 651 polygons. No bones. I didn't unwrap the UVW and texture it, I just used the material editor to give it colour and effects. I did use raytrace. I exported the…
I'm trying to learn some different pipelines and I find Blender intriguing. But I already have an established workflow, from years of max and maya, and I'd rather not re-learn too many shortcuts. I want to make Blender more familiar to me, but it's quite time consuming to implement pie menus and all these standard things…
the fbx setting are the default one ,only that export as fbx 2009.if i export as 2010 or early it give me a mdl error when i try to upload.But as i said i don't think that the problem is from the export because i exported the default head and it was ok.
The USD team at Autodesk is happy to share the updates to our USD plugins in Maya and 3ds Max. Maya: * Use native camera viewport controls with USD cameras * See USD Light shapes and pick in viewport * Exporter now has option to Export a ProxyShape as an Xform with Reference to root layer * Outliner now allows reloading…
thanks for the fast respond Eric . well yes this is for rendering in Max but i might try rendering it using unreal engine 4 that is why i didn't use 3d procedural displacement i don't think it is possible to export that to unreal but i am not an expert for sure . i think i didn't make the problem clear enough ,well this…
Hey, I'm an active ZBrush lover but I've run into some stuff that I hate doing over and over again, and other stuff I thought they should have added into r8. So I tried to make all those things as quickly as possible and that is what this plugin is about. I will also keep updating this as I run into more issues. My…
Thanks Christoph! I actually tried to export with that but I had no luck (it just worked the first time?) also it exported ALL together. I went another "road", you can first select your XGen-descriptions you want to export, after that it exports all selected ones separately.