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.
clearing isn't the best solution. you might bump into that problem again when you export, since some exporters take smoothing group off = smoothing groups on, so the whole model gets 1 smoothing group.
Yeah the workflow is a little different for everybody but the basic principle stays the same. Personally I wouldn't ever detail a posed character because it makes modeling the attributes fiddley. I model in an A pose, whack a rig in then result and then pose it in the game engine. One way to way to get what you want: 1/…