It is the SC2 art tools exporter for 3ds max 2011 64 bit. There is no option pertaining to smoothing groups or vertex normals in the export options. I belive somehow my smoothing group infomation has become corrupt in some way. Is there any method to reset or repair them specifically?
I'm not at home to test things right now. But I would try exporting his fig, and importing the fig ontop of the original BIPED(the one the animation was created with), see if the animation looks right. If it does then you should be able to re-export the bip and bring it into your original file.
Well, if you can export into UnrealEd, I'm pretty sure if you place a custom model in the world, there's an option somewhere in UEd to export static geometry as .ASE, which you could probably open in Maya 7. Other than that, the only thing that would work is as Husch says.
Depending on where you've baked the normal map, you may need to export your mesh with triangles and rebake. Then, make sure you're using the same triangulation in each app. If you export quads or ngons you're relying on each app/game engine to interpret that differently.
Is your document resolution in the Document Settings set to 4k or 512? If you are just exporting at 4k but your doc resolution is set to 512, there is a bug in the current Painter build that upscales the texture instead of adding details, you need to set your doc to 4k before exporting.
@SpecterShadow awesome. really liking the flourishes with the sword. A question at the people who post gifs. I did look on the other sections but whats the best method in making them. Are they exported from Maya as an image sequence then imported/exported from premiere/after effects as a gif or something?
In the 3DO shots it seems there's a problem with the normals of the exported mesh. What do your export settings look like? As for the difference in quality of the textures between 3DO and UE4, I actually don't see it. Would you mind explaining a bit more, preferably with comparison shots? Thanks!
yes, doesnt appear to be specific to the mesh. Its exporting an Obj with a lambert. Upon import its black. I just used a blinn and used a uvchecker jpg thru the blinn, exported as an obj and then imported and is fine. But if I use a lambert its just black, really weird.
Looks like your lowpoly mesh normals are not set up correctly. Make sure to soften the normals (maya) or work on your smoothing groups (max). Make sure if you're exporting from max that you have normals (not just smoothing groups) turned on in the obj exporter.
you could use the microsoft mesh viewer that comes with the sdk. its reads x format and works cool for me. not as good as having an instant preview, but i just do a quick export wiht the panda x exporter from max, load her up and it done