Is there any way to do brightness/contrast or any type of adjustment to the colors you've painted onto a model with Polypaint other than exporting and bringing it into PS? Basically I think I painted the colors too dark on my character and I'd like to lighten them in Zbrush without having to do a bunch of exporting and…
When I bake maps with xNormal, I seem to get results as though my edges were softened. The exported FBX looks correct when I analyze it but I'm still getting these results. In xNormal, both the base mesh's "use exported normals" and "harden normals" settings yield the same baked normals.
Some time ago, before unity had a lightmapper there was a free lightmapper kit that included an FBX exporter named External Lightmapper Tool or something like that. Also, if you only need to open it in maya there is a pretty good maya exporter in the asset store. /eric
the FBX 'bake animation' button never works right for me--I just manually bake it out before export with Edit>keys>bakeanimation. I just got to remember not to save the baked file after I've exported. Maybe try that with your constraints?
yeah I have seen this stuff before but... I asked this on Orbs forum, but if I was to try this would there be a way for me to export the normal maps for the subtools all at once and export them all to one map? instead of having to combine them one by one.
Can you list the workflow that you used? (the geo approx settings, if hard edges where made along the UV borders, if the mesh was triangulated prior to export and if the user normals were exported along with it). Does the map look fine in the xnormal model viewer?
Definitely check up on Keen's Batch Exporter. It saves tons of time by centering each selected object, reseting the positions to 000 (based on objects pivot point) and exporting each asset based on whatever their names are in max. http://www.keenleveldesign.com/html/misc/exporter.htm
You should still be able to export Crosswalk for v6 at http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=13525184&linkID=12544121 With Actor X, use the full plugin instead of just Export .ASE, there should be an option for Obeying Hard Edges.
Just to add, I'd use xnormal's SBM format to export from Max, it brings along your cage automatically. Set up your stack with a Turn-To-Mesh (or whatever else can triangulate your mesh), place the Projection on top and export SBM.
renderhjs, actually I have no problem with exporting textures with exporter I use. the problem was to replace address in material slot that refers to missed texture. which can be solve with Bitmap/Photometric Maps that monster told. thank you VERY much guys. :thumbup: