Check your FBX export settings in Maya first of all obviously. I know with 3dsMax 2009, I had to download the latest FBX exporter from the Autodesk website to get it working right. For your second error, check how your second UV set looks, it's just a warning though, you can ignore it if you're not planning on baking…
Check xNormal's 3D viewer with all your models loaded in, it can help isolate the problem further. I have had instances where one of my models was turned off which caused problems. Additionally, make sure you are actually subdividing your mesh before exporting, not just exporting the smooth preview. It could be you are…
Hey, thanks for the quick reply! I'm reasonably familiar with the primary purpose of the tool, packing not unwrapping. Unfortunately I cannot show the mesh as it is work stuff, but yes, I have UV's and they are on channel 1 (in max). There are no other UV channels in use. I tried obj's exported from both Silo and 3D Studio…
Hi all, Been really busy with vfx stuff at school but now i'm back producing another asset. I didn't continue the baroque stuff unfortunately :/ . Here are my first WIP pictures. Model done with uvs, gonna export it to zbrush and do some surfacing and then export displacements and normals for that. The concept is my own…
I did some research into Unity export tools (to get edited meshes out of Unity). Mesh Toolkit is the best I've found. https://www.assetstore.unity3d.com/en/#!/content/18552 There's also Export2Maya, but it failed for me in Unity 5. http://forum.unity3d.com/threads/export2maya-export-unity-scene-to-maya-scene-file.235241/…
Well I applied a normal map to it and viewed everything in UDK but there wasn't any error. Edit - I remember I bridged some edges and that turns out that's why I'm getting this export error. If I shift drag an edge and target weld instead of bridging I don't get the export error. I've been getting this error ever since I…
Has your green channel been flipped? Smoothing groups set? Maybe your unwrap doesnt have enough cuts to support such rounded geometry? I would export the high poly to 3ds as well, ive had my low poly shrunk to .1 scale on export a few times, sometimes it just moves. Also, try a lower edge padding, it looks like yoube got…
The exporter plug ins seem pretty buggy, I'm still struggling to get it working with Max 8, right now it's causing max to crash on startup. The crytiff exporter gives a bunch of errors in photoshop as well but I'm told you just ignore the errors. Sandbox works pretty nicely but it seems like they've redone the UI recently…
[ QUOTE ] OBJ is a better format than 3DS, and as far as I know all apps can import/export OBJ fairly cleanly. OBJ doesn't support vertex colouring though, if I remember right. [/ QUOTE ] Whats the difference between vertex colouring and vertex paint? I know that its possible to use vertex paint for separate texturing…
The first image is from Marvelous Designer, the others from 3dsmax. I exported the Md one to Zbrush to zremesh to have a better topology but this is destructive of Uvs, so I either simulate cloth in 3dsmax, or I thought about baking out the texture from the exported model of MD to a retopologized version of the same model…