Another option would be to write a exporter for something like Blender (python), Sketchup (ruby), Unity3D indy or anything else that is free available. That way you could always redirect your 3rd party artists to use the tools within that package. Or.. create a AIR/ FP10.x+ application that writes a snapshot of a class as…
Okay, so I have a new effort. This one is 5k, falling somewhere between the original 8k and the 2k above. The material I've applied to the trees to create the seasonal effect is actually a instanced material with one Scalar Param for "autumness" and another for "winterness". Combining these gives you all the variations of…
@MagicTurtle After some testing and troubleshooting with zbrush and substance, I've realized that for some reason upon export to .fbx zbrush changes not only the scale by 100 but the position is changed too (i have an axis setting wrong?). It does not do this with my .obj files which is why they were baking fine.....I will…
Ok, I exported the animation to FBX (checked the "bake animation" box and left the other options untouched). Then I refreshed 3ds max with a new scene (keeping the objects) and reimported the file. I removed the ik chain and proceeded to export to kf. So far so good but, when I open nifskope to check the animation, the kf…
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…