Yea I would try both, Have you been doing a lot of importing/exporting into the scene? Possible the hyershade is getting cluttered with junk. I would just grab what you need and export them into a new scene.
Thanks all for the feedback. I use Maya and as soon as someone mentioned export errors I went and looked at some things. Turns out all I had to do was conform my normals, then export. Here are the results
Look okay to me. Are you exporting FBX from XSI? And into Marmoset? Make sure you use a format capable of exporting your tangent/birnormal basis. It still looks like something's wrong with your cage, though.
Have you tried exporting from Modo to UDK? I've been having some trouble myself... I really prefer Modo as a modeling / texturing application to Max/Blender/whatever but I can't seem to export it properly.
yes.. but I need to know what Quixel Export Maps are doing and for what slot you should use them ? It's not the Vray slots... it's what quixel maps exports.. so spec map goes into which slot - Reflection ?
@RaptorCWS @Jaston3D Hey man, I've been exporting as an .obj - I shall have a look for the split per vertex thing you suggest anyway. I can also take a screenshot of the export settings for .obj if that helps?
The SP exporter lets you pack your channels however you like, so simply export the opacity map however you please. In marmoset, you need to add the transparency part of the material and apply the opacity map.
Im pretty sure 1 Generic unit is going to be equal to 1UU. It would be odd to convert it to anything else when you export. why not export some boxes of known sizes and check out how big they are ingame.
Thanks SHINIGAMI. Here are the screen prints from Maya. On some parts there is a lot of extra loops to keep the geometry even for the export into Zbrush in order to add some details. From there I exported the high-poly mesh for baking.
The confusion is caused by Ddo exporter. When you export to Vray sRGB, you get both a normal and a bump map. Anyway, most of the time, the bump map is only 50% gray flat, so I just skip it.