yes, you can export your meshes out, last time I messed with it OBJ exports were broken meshes with detached and flipped faces while 3DS exported fine.
what app are you exporting out of, maya often has "tweaked" normals they lok fine in app but then you export and they are not, try exporting without normals ticked, bring back in and smooth.
I'm not a gun expert and so do not know if the cylindric thing at thhe bottom is a cylinder.. meaning: has a circular crossection alll the way.. so if it matches the reference.. then it matches the look. There is also the hand thingy hidding something. You are not into 3D printing a functional shotgun do you :tongue: ??
Hello guys. I was doing fibermesh on Zbrush, for export then in maya. I didn’t know, and one time created the fibers, I always hitted no, for the fast preview . And now I can’t export or modify the polycount of the fibers. There is a way for make them available in the export menu in the fast preview mode?
Hi! Is sRgb checked on the albedo texture in Toolbag (small cog wheel should reveal the checkbox)? I don't believe the message on texture export is connected to your issue. It pops up because the export template expects an opacity mask to be packed into the albedos' alpha channel, but there is none. Could create a…
Check your export settings, some file types allow you to scale while exporting. Also if you import something as inches and export them as centimeters that might mess stuff up too.
Also, when I'm looking for tips to render and export as an image, I find that they export it through documents -> export. The resolution however is always set to 72 dpi, is there a way to change this to a higher resolution?
I also want to know, I have no problem exporting a scene as an .fbx file from UDK, however it doesn't seem to export the character even if I've placed it in the scene and chosen to export it
Exporter still not working, no errors no nothing. The Exporter window pops up I can set the file path and adjust everything else but when I hit the export button nothing happens.
I think this might be a bug in FBX export in 3dsmax 2015, prior to export, you should convert your mesh to editable mesh, then back to editable poly. If you export it then it should be ok.