Been real busy lately. Sorry. So when you export your HP from max if you do it as an FBX it will not bake the turbosmooth in even if the box is ticked in the options. Unless my max is bugged you can test it out using a box with a turbo applied on it export and import it and it will have disappeared. If you export HP's as…
R0gu3: Part of what makes UDK awesome is that you can build with modular pieces which involves importing the pieces of your level and then assembling them into the building or structure or whatever it is that you are building. It is also less taxing on the system since UDK can instance these objects when you duplicate them…
I and many others have been using fbx to go back and forth between maya and max for over a decade and never had this issue - which I suspect gives rise to the fact you can't find much help on here. I've just done a test (both 2017 but like i say, never had the problem) Transforms are respected when objects are at root or…
We use whatever our clients request, we don't really have an "in-house" method, though Max, Maya and Xnormal are really the only methods requested. Usually our clients have very specific requirements for baking etc, and we try to stick to those work flows as much as possible. In an ideal world, we use whatever the client's…
I would love to see a Full Throttle bike :) That TTC streetcar project sounds cool. Reminds me of this one mission in Infamous, where they make an armored bus and basically you have to drive it to the hospital. My Personal Projects 1. FBX - UDK tool for Maya. Using this to learn MEL. Basically a batch export tool which can…
Another thing you should do before exporting is make sure that all the quads on your model are as equal sized as you can get them. Don't tightly chamfer the edges you want to stay tight , without also making sure the subdivisions for the other quads are just as tight. This is because Zbrush's subdivision method is a little…
Props don't fill the UV1 fully so after I am done painting and exporting the first asset. I layout another models uvs into the remaining space and texture them too. My problem is: after I export the second models textures, now I have to combine their textures using photoshop. Since I export them with their RGBA channels…
Yeah you dont need to remesh your zbrush highpoly for texture baking. You only do that if you need extra detail on the hipoly and cant get it at its highest subdivide in zbrush. If you want to bake details from the zB high poly onto a lowpoly version of your model you can do that in Maya bit that would mean opening the…
I took a look and nothing wrong with the model per se. I think mixamo and sketchfab just aren't supporting multi-materials per fbx. I'd double check the FAQ or write to support for sketchfab though - seems like they ought to. A couple issues with the model that probably aren't related but I'll note anyway: Quite a bit of…
I wasn't specifically taught that "you must be an expert in everything". It's just that its easy to get bogged down trying to learn a whole lot of stuff when you have no limitations. Things like overly flexible do everything rigging, facial animation, fur/cloth simulation, post effects, etc etc. Sure games can get as…