Instead of a bone's position and orientation having influence over certain verts, the curve's (boxes) position and orientation have influences over them. The boxes do export along with the rest of the deformers. Basically the rig you see in your 3d application is not how the engine is going to see it after it gets…
You're wanting this for that game engine you've been designing, aren't you? I might be able to help you out. I've got quite a few older models that I skinned and rigged but never bothered to paint completely. In fact, I believe I remember an old Tonberry model that would proabably be perfect. (the character is copyrighted…
Greetings everyone. I am in pre-production for a personal film project and considering using Marmoset for rendering some of my scenes. It seems to me that Marmoset is one of the best looking real-time renderers I have seen and I want to take advantage of the many digital human assets that come render-ready for it. On the…
Hi mates, This is my first post here, so... Hi mates! I'm just starting with Marmoset Toolbag 3. I understand main options and config, but I'm not sure with an specific one. Two questions: 1) I want to export a scene as interactable for artstation publishing. What I want is an autoplay for a turntable but I click on web…
Hey guys, I have a tricky model that keeps returning me "Missing UVs" errors on import into Mudbox 2014. To try and resolve the problem I have been creating just the missing UVs in Mudbox then exporting out to 3ds Max where I relax, pack them down and re-export. Trouble is that although I've done this 4-5 times I am still…
I'm trying to get two textures to show up on a single object. I want each to use a unique UV set. One needs to tile and the other needs to wrap around the object. I can get both UV sets to export and show up in our engine, but I can't figure out how to set things up in Maya so I can get 1 texture using 1 UV set and another…
I'm looking at a possible project that would involve exporting animated meshes (bones and Skin) from Max 9 into an intermediary 3d format, which would be imported into a new 3D engine being developed for a handheld. Would be nice if it supported material definitions as well, but that's not required as we'll probably be…
I'm helping my friends at school with their semester project and I have to make a map. Cuz it's the project of the Dev class only so I have no experience with modeling an environment with multiple subjects :poly117: I exported a model from max to ZB, but when I export from ZB back to 3dsmax, it changed the prorpotion in…
Hi everyone! I'm working on a stylized brick substance in designer for a game. However, when I import the substance into UE4, it looks completely wrong. Normals and substance in Designer: Normals in UE4: Look in UE4 when applied to an object: As you can see, they look totally different due to the distortion that's…
It depends on why you are retopologizing. Are you trying to raise detail on your sculpt or are you trying to create a lowpoly mesh for baking textures? Is the model for display or animation? If the model is for animation is it for film or do you want to use it in a game engine? Providing end use at the start of your post…