I exported 32 bit displacement maps out of zbrush which are the ones that work best for Arnold renderer because they have the most depth. In substance painter when you export your maps they become pngs or targas etc, so I had to manually set my textures to export as exr just for the displacement maps that I had imported…
don't think any studio will not hire you because of blender, pretty much every studio even the big ones have blender users (at least where I live) You can just model in blender and when you are done export it to the software the studio is using to triangulate the mesh and maybe export your mesh to the engine. Like Neox…
I've had this happen with models imported/exported as obj in max. One thing that fixes it for me is to open the UV editor and weld all the verts with a microscopic threshold. It's not that they are unwelded but that it causes max to rewrite a portion of the file that isn't being updated. Sometimes it clears it up right…
you can try binding it mannually, i doesnt need to have an influence but you need something to show to your fbx export that it need to export the root bone, maybe just selecting it will work, but what i normally do is: bind normally and after ask maya to add the rootbone to the influence with zero influence. so it will not…
I think you'll want to look into "instanceMgr". I did a very similar thing for an FBX exporter which also exported modifier data and instance data as a companion format a while back, one of the things I did was only export the first one of each instance then recreate them all at the other end based on the data. I can't…
Hi thank you for replying! Ok so I go into maya, select a joint and name it "attach_hitloc" (without quotes). Then selected the mesh and exported it an fbx. I name it Name_Ground then add the flying items to it and export another with Name_Flying finally I selected the bones and mesh and exported out some test animations.…
We just went through this exact same issue, I think it was the export step that needed to be fixed not the shader, ie the pipeline was not forcing the correct winding order when the mesh was exported out of maya. In the attribute editor of the mesh you have a rollout called tangent space in there you can turn on left…
That does not mirror my experience in modo. I've a 2mil poly scene open right now with a solid ~63 fps when zoomed out. For memory I get around 15-30 fps with a 13mil scene I've got. The only problems I've had with high geo stuff is exporting; sometimes I have to export half my items to once to avoid it crashing (though…
Hey, are any of you using later versions of Max? I'm attempting to do some test exports of mesh and animations. Can I use OgreMax? As the free one only says up to 5 animations exports per model. Though it looks like each animation is its own skeleton so it shouldnt matter right? http://www.ogremax.com/downloads I also…
i am still not very experienced but i think smoothing and uv splits are applying different smoothing groups based on where u have split ur uv or spliting uvs based on ur smoothing group but maybe i am not entiirely sure about it and did u export ur objects normal while exporting? and did u use use exported normal in…