. to respond to your first post .and i think it 's something nobody has yet offered .make sure when you export your obj from z .at any level .you check the merge uv option in the export tab .it will stop the export from seperating each face into it 's own uv shell ( provided they 're not overlapping .any overlapping faces…
It would help if you stated what package you were using and what kind of models you plan to make. Making a prop and making a character would be really different (but similar in the whole exporting aspect). XSI have a lot of shit for modding/developing for source seeing as its what Valve used for developing HL2.…
necro post I rigged and animated a few mechanical models in modo meanwhile and learned a lot about modo's rigging tools. So I thought I give the fps rig another try. I rebuilt it with a twist bone, IK-FK blend and fancy finger controls to bend them all at once or separate. But in the end modo don't let me export the…
Thanks, I'll give this a shot. I have worked with a similar script before though and it didn't work properly. Also, how do I install and call upon it in the script editor? Sorry, I know absolutely nothing about the coding aspect of Maya. I have Max on my Windows partition (I'm on a Mac), but I don't think that's going to…
Greetings. There are longer tutorials on Reallusion's forum, but in short, you need to export a character wearing the clothes from the Fuse character and save the clothes as a separate mesh. You then need to export an FBX of a character from Character Creator (from within Character Creator, not the Pipeline). Use a 3D…
Sounds like gmax, and that was hugely popular with the modders.. I remember at the time Discreet were rumoured to have been working on a version you could buy that had export/import abilities (import but not export/save *.max files), you could then buy import/export modules as you needed them; pretty much what you've…
For some reason I've never quite understood what "tangents" .fbx saves when exporting... Nowdays, even Blender has the ability to tick "Tangent Space" when exporting .fbx files out of it. But I don't know what it actually saves inside the file. Is it something related to smoothing groups/hard edges/custom normals? Because…
Kind of f---ing stupid isn't it, at least i can give it sadly, to Autodesk that they support these backwards compatible situations, 100% credit where it's due. Makes no damn sense, perhaps some studios/devs/someone somewhere has created some work around where an outside converted is used? to help with these silly…
Hi fellas, i have an issue that drive me nuts and really need some help here. I work on a head -bust with an open lower neck area (creased in Zbrush). I exported SD 5 to Mari, and painted my Albedo and projected the Multichannel Displacement Maps. So far so good. When Iam importing the Mari Displacement maps to Zbrush on…
Hi, I'm trying to load a mesh in DDO and I get a message "There seem to be missing Texture Coordinates (UV's) from the mesh. Please make sure UVs are exported along with the mesh!". I tried 2 different meshes, both created and unwrap in Blender. I exported in .obj using the following settings: selection only, apply…