I did the UVs on the lowpoly and look like this: (I know they look bad but I'm new on 3ds Max and I'm learning to use it) The previous normal was with the option "Match UVs" off, then with "Match UVs" on I get a blank image. Maybe my exportation is floppy? After this assumption I tryed exporting on 3DS format and got a…
I have finally reached the point where everything gets confusing:poly121: Now is when I usually start the exporting of all the models in the scene as a .obj file. The thing is I'm not sure where to go from here. Do I export my scene into UDK to make sure all the proportions are correct or do I export the scene into Mudbox…
I think the normals are inverted on those. Open the scene in your 3d app and export again and make sure nothing gets inverted. It might help if you say which app you used to export or they are directly from zbrush? Makes sure you make everything unique before export. Until we know what app your using is hard to pinpoint…
thanks for the answers Neavah youre right green channel should be flipped. But I realized that the source of the problem was the low poly model that I export to UDK. If I triangulate it in xsi, this problem occurs. but if I export quad-poly object, it seems fine.(UDK triangulates itself) Also, there is a problem with…
I've experienced that issue a couple times too when exporting from blender. My hacky solution is to do it a second time. So re-import the model that's facing the wrong direction, and rotate it so it's in the same position as it was in before. Then export it again. (And yes, using all of the same export settings) I honestly…
This problem exists in 2015 series too. I add Edit Poly modifier and do Export (not Export Selection). For character with skin you need add Edit Poly between "Editable Poly" and "Skin". In FBX export I select M&E preset. Yes, for lower version of FBX, you need select target version software. For example from 3DS MAX 2015…
Exporting the Model using both Maya and 3D Studio Max. Maya [ame=" https://www.youtube.com/watch?v=n6yaA4LM634&feature=share&list=PLKazeeErLwsht2bYJxP1YkGxNI0o809fX&index=10"]Maya Exporting Crate Low Poly - YouTube[/ame] 3D Studio Max…
Make sure you export the character in the bind pose position. It's been a while since I exported animations for xna so things might have changed, but I had the same problem and that solved most of my problems. So turn off autokey if on, set the time slider to the first frame, select the root joint and go to 'Skin' -> 'Go…
For this assignment we have to create a building using modular assets that snap together. Earlier this year I made a game concept titled Spicy Jam so will be recreating one of the environments (the Subway/underground) for this project. I didn't get to make concept art so got advice to pick an existing train station to base…
Is it setting your pivot to the world grid 0 0 0? If you move your object to 0 0 0 and export does the pivot come out in the right spot? I've and to do that with quite a few engines over the years. I wrote scripts that move your object, export and then move it back, because it was so annoying. There might be some settings…