Thanks for that Joe. It did work in the program but wont export out properly in the viewer: Toolbag: Exported Marmoset viewer: I have the glass as a separate object and have its own material applied in Marmoset. With the refraction setting on however it doesn't ask me for a map at all so I clicked and un-clicked "use…
topogun is still awsome for retopo imo. Then just sort out the details and uv's in maya/max. Xnormal for baking :P so workflow might look like: -export out mid dlvl mesh for ref -retopo in topogun and/or maya/max -touch up verts and whatever else and lay out uvs in maya/max -export low poly, export high poly from zb too…
Ok It works if i do select all, but this makes it hard for me to use the block out as a placeholder for individual models :L. Anyone know how i can export single bsp meshes? This is what it does when i do export all: I would prefer each piece to be moveable, so I can refine the blockout in max but since the single exports…
I would like to know that if I make animation in Maya that is based only on deformers, for example bend, how i can bake the bend animation to keyframes. I have tried just to export and bake the animation fbx export plugin but it doesn't work. If i animate rotations and transforms of the object those will export nicely but…
What I'll do usually is use xNormal. Export out the low poly and UV map that, take high poly and export that out as well but don't touch that after you export it. Once the low is UV'd, then take both OBJ's and bring them into xNormal and get your normals from there! Plus AO Map if need be as well. That's the workflow I…
oh so That´s great news!:) I thought that polypaint can´t be exported at all (that´s why i freaked out with projection) and I use other programs but Xnormal. but.. now I found out that export is done by exporting every single subtool and their textures for import into xnormal. [ame="…
Can we see your bone setup? What are you exporting exactly? Usually if the game engine support the scale, its pretty easy to simply export it. The easy way is to create 1 bone with a bone end then constraint the position of the bone end to a dummy, and add a lookat on the bone that targets the dummy. Now you need to export…
what are you exporting to ? normally you could "collapse" things more easily in code while exporting the file. So the simplest way is telling the coder who wrote the exporter to just collapse everything when he saves the file. because writing a plugin that "collapses" stuff in 3dsmax is harder then just "writing collapsed…
I'm having some weird issue with exporting my 3ds max LOD setup to UDK. I have the asset set up with the LOD utility in 3ds max and everything works smoothly until I export it as .fbx and then import it in UDK. I can get the object with it LODs but the problem comes when I start to realize that the LOD order seems to be…
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