yea i get the spitting part but i then add the low export and the high export to xnormal and bake. I never use a cage. Maybe that is where i am going wrong? are you sure it is the push modifier and not the projection modifier?
TBH I should n't have to jump throgh hoops to fix this, the exporter either works or it does n't. I was just hoping that it was something in the exporter setting that i had missed The same anims work fine in blitz 3d
Updated to Maya 2018 yesterday and its broken for me as well? I tried older FBX exports but still no good? I wish I could work out what I am missing? must be some option in the exporter. :(
- awww. I got this :D . Thanks you :D . - One more question: When export from maya to unity or something to make a game. Obj can carries all the animation ? or should I export to other file types ?
Now that all the cloth has been done I exported them into Max 2010 where I skinned to my base character ready to be exported as fbx into character creator. Shots in Character Creator seeing how the cloth performed.
Yep it's definitely possible :) what you could do is export the heightmap out of UDK as .r16, import it into World Machine, run it through erosion or some other filters and then build and export the new heightmap as r16 and import it back into UDK
Dither is the mode that you should use. It will look grainy in the viewport, however it will be much smoother when you export a rendered, multisampled image. Export a very large image, like 3840x2160 and resize to 1080 to further improve dither quality.
I FOUND A FIX! I turned off triangulate at FBX export options in maya... And it came out perfect! Any idea to why this happened? it seemed like triangulating the mesh through the FBX export messed my material ids
If your goal is to make game ready assets, you should be exporting these to a game engine, or at the very least into marmoset toolbag. There are issues that crop up in exporting that you'll need to know how to solve, so best get started on that now.
Many nodes are just black here since I haven't loaded all the textures in Mental Mill. It's a great thing to do, but before exporting i usually delete all absolute paths to textures to get a clean shader export.