Hello, I am confronted with the following situation: I have a model that i need to export for AR in two formats, .glb and .usdz. The model is built in 3ds Max and has simple animation attached to it(a simple Mixamo rig with a few other bones attached by me in max to complete the animation). After browsing the whole of the…
Hello, I am confronted with the following situation: I have a model that i need to export for AR in two formats, .glb and .usdz. The model is built in 3ds Max and has simple animation attached to it(a simple Mixamo rig with a few other bones attached by me in max to complete the animation). After browsing the whole of the…
I was wondering if ther is an easy way to export splines form max 9 and import them back in to max 8.I can almost do it with dxf export, but it doesn't optimise the splines, putting in every vertex
Send work from Unity directly to Sketchfab Our friends at Sketchfab have just released a brand new exporter for the Unity engine, allowing you to transfer your work between the two with a click of the button. Head over to the Sketchfab Blog to read more about it and download the exporter.
Been integrating Meshy and Tripo outputs into UE5 pipelines for a while now and the generation step is no longer the problem — topology and textures come out reasonably usable for props and background assets. The problem is everything between export and the asset actually being in the project correctly. My current manual…
I'm currently experiencing a discrepancy between what Photoshop shows as my albedo, gloss, etc... textures when working in DDO and what actually gets output as flats when using the exporter. This is a random example textured with the latest version of DDO. Below is the albedo as seen while working in Photoshop. The…
Hi! Some of the pieces we encounter in sketchfab have a drop-down menu with multiple animations we can choose from. How do we configure the exportation to harness all animations inside one FBX file from Maya?
hi guys yesterdy i try to export some assest to UDK , From Max as ASE Format but i get some Problem :( ASE : and when i try to export to FBX i get fliped faces FBX :
Ok, stupid question but i tried looking at wiki and searching. When im finished with teh maps how do i export them as tga for final export to import to UE4
As you can see on the left it results are washed. Im using ACESsRGB colour and exporting 2dview. I have tried changing the settings in many ways but I must be misunderstanding something. Sorry if these seems clueless or random but it is an issue I have and would love to know how I can accurately represent the 2dview when…