Universal steps: 1. Borders of UV islands should be hard edges ( different smoothing groups for 3dmax) 2. Make proper cage and export it with low poly. I also recommend triangulating before export. 3. Bake with xNormal, using external cage.
No it doesn't. HBAO is somehow exclusive DICE feature. About importing assets. Well you do not import assets to CE3 you export assets to CE3. You have to install plugin to maya or 3ds max, and just selecte what you want to export.
one thing to note about foreign beers is that their export version doesn't necessarily have to taste like the local stuff. Usually the reason is difference of regulations about foodstuffs between countries. For a long time Austrian export beers used to be total crap due to this :(
@spudnik. I had that as well, You'll have to play with flipping the green channel option box in marmoset. Also try .obj, instead of .fbx. Also check your normal export options when you do export that obj. Make sure normals is on.
i had a quick question about the texturing in Unreal editor 2004. When you texture in 3DS Max with a regular diffuse texture and add a normal map to it, then export to unreal. Does unreal bake the normal map to the diffuse or does it completely ignore the normal map and just exports the diffuse? thanks for your help
Hi there, Doing test bakes at this time is pretty much pointless. If we assume that the low.fbx you provided is indeed the one that you were actually using for your bakes (and not some re-export coming from a later step in your process), then the only thing for you to do for now is to figure out why these edges show up on…
The problem appears only when exporting to OBG. For example, FBX works without problems. This is an export bug in OBJ. Everything works well if you uncheck the texture coord in Optimize. But I do not understand well what he is responsible for and what consequences may arise if it is removed.
Hmm, thought I did. I wonder if that exporter shifted everything back. I'll check the orginal file's and let you know, but in theory they should be. EDIT: Checked original file and the one from the export. They are all outside the area. Maybe your importer (Modo?), combined them?
Try this. I opened it in maya and it had no ngons so i exported it to make sure it stays. Also i have no clue why the obj from maya is twice as big size when exporting from maya. Anyone have any idea? https://www.mediafire.com/?e88347822oaep2r
Houdini has some great landscape tools and you can import your height map and start with that.I don't think you can export textures with the free version but you can export your mesh. I'm interested in doing something similar in designer as well.