I got another problem when importing my model into dota. I've had the problem a bit longer than a day now and it's getting pretty annoying. The item I'm trying to import always gets the wrong position when imported into dota (see picture at the bottom) I've looked around on various forums and tried all the solutions I can…
I'm still fairly new to the UE4 engine. I was wondering if anybody had any tips on how to export out multiple kit pieces into the engine in a quick manner. I'm using 3dsMax as my 3d editor. What I'm finding difficult is I have to painstakingly move each kit piece to 0,0,0. Then select the rendermesh as well as the…
http://wiki.polycount.com/wiki/Rigging The model should be as neutral as possible. No expressions, hands turned with palms down. Depending on your rigging system the pose should be bend slightly at the elbows and knees for easier IK. You don't lower the polycount after texturing. It's not impossible but you will prolly tie…
I'm trying valiantly to get a custom mesh into Skyrim but I'm having a hell of a time. I had to go back and download Max 2011 because apparently there are no tools to export .nifs past that. I tried it with 2013 going out as an .obj and then using nifskope to convert it to a .nif but it was changing the versions and making…
So I have this mesh that just won't work correctly in ndo. I export from Maya 2015 in .fbx, and the settings I use works for every other mesh I export with in Maya. When I import it it accepts the import, but then I can't see the mesh in 3do. It does not have any "Mesh groups" in the roll down menu under "Baking". I think…
In this amazing talk in the GDC Vault: http://www.gdcvault.com/play/1277/HALO-WARS-The-Terrain-of The developers used a tileable terrain to create a good sense of depth in the maps. They called that technique terrain skirts. In Battlefield: http://www.gdcvault.com/play/1015676/Terrain-in-Battlefield-3-A They seem to use a…
Hi, I've successfully learned to export blend shapes from zbrush using layers after importing my low poly mesh, moving the face around then exporting into maya. I was wondering though, what is the process for creating detailed normals for my characters individual blend shapes in zbrush ready for export and bake? (like…
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I wouldn't use .obj files from SolidWorks because .obj files don't export the scale information, so when you want to take it from maya to UE4 for example, your object will be very tiny. Try exporting an .stl instead, that will export the proper scale. As far as cleaning up the models, unless it is a very simple object like…
Sure, Zbrush is faster for sculpting, but it isn't ALWAYS faster for sculpting. If you just need to tweak some verts really quickly with soft modification it's probably going to be faster to do it with Modo's sculpt tools if you're already in Modo than it would be to export your object, import it to Zbrush, tweak a few…