"Quake 3 took a hybrid approach with the torso, head and legs being separate skinned meshes." That's not exactly true. In QIIIA the elements with smooth deformations (torso and legs) are not skinned meshes (as in, driven by a skeleton) ; they are purely vertex animations. They can of course be authored as skinned skeletal…
Ok turns out this is a scaling issue, I have my objects scaled to real world scale in Blender, exporting as FBX, which scales it up 100x. Exporting as OBJ fixes the issue.
Hey there, I have recently been trying to go extreme with optimizing UV space and have seen videos on people deleting a mesh down the middle, UV-unwrapping it, baking it and then mirroring the mesh later. Basically saving on UV space as the other half would be offset outside the 0-1 space. However when I attempt this I get…
There is no preview image for the viewer exported from Marmoset Toolbag 3.04 . Here are the settings I used to export the Marmoset Viewer: and here is a link to the html file that was exported: http://digital-mapping.net/forums/Marmoset/breakwater.html
I have the same issue with all the obj I exported except the samples files by quixel. I use 3dsmax 2014 64bits and DDO 1.6. The settings in 3dsmax to export are:
Ok it's working :D Thanks for your response and your help :) . I triangulated the mesh before the export (and I don't use only the triangulate export option) and all is ok :) .
Usually what I do is I export the mesh as OBJ, but I uncheck vertex colors at the export window. Then, just reimport. Should work. Not sure what causes this though.
You need to export a .fbx file, add an Edit Poly modifier on your object, don't collapse, and in export options make sure Triangulate is off (both in Max and Maya)
I personally tend to triangulate before baking, so that when I export the model into a game engine, I don't get errors from the the triangles possibly turning on export.