jogshy: hey! Thanks for the help, it seems like mesh is corrupted somehow, it seems like i have to redo the whole thing, good times :) I'm using the 2.53 build and it seemed to export all the other meshes really well and the bakes came out really well, will have to find out if i can salvage the corrupted mesh somehow.…
Is the string bow parented to the main bow bone? If so the scale and length on bones is locked by default. By moving a child you are attempting to change the length of the bone (that isn't actually visually represented in the scene, but because they where linked, the distance was locked). A bone is just 2 points in space,…
I am not sure if the gun in the vid above is what you are talking about but what I would do in your situation is: Open the lowpoly in a modelling app that has a good uv editor to check the uvs and adjust them if necessary. That app would support GoZ as well. This to save exporting and importing the slow way. Send the…
z brush normal map baking steps 1, Ok so your finished sculpting your detail in z-brush, now you want to make you low poly model in max and you want to make it reflect the silhouette of your High poly. (I usually export a low poly version of the model from zbrush to model over with the low poly in max to get the silhouette…
Most game engines triangulate meshes during import to scene, and especially during the baking of the final content to be previewed in real-time. This does not mean exporting with n-gons is alright however, as most 3D painting or baking apps will require a triangulated mesh (usually auto generated via import of a quad/tri…
Maya has a quick toggle that lets you switch between the two methods, I think its the "match using" option, but I dont have maya here right now to take a look. When you install Xnormal it installs a Max plugin so you can export in .SBM(xnormal format) and includes options for exporting the cage. I assume there is a similar…
Hey Tor, do you export your models directly from Modo? What file format do you use? What grid units do you use in Modo and what are they equal to in UDK? Do you do smoothing groups in Modo as well? Do you have 2 UV maps per object 1 for texture 1 for light map? Everything exporting correctly for UDK? I'm just curious of…
And is there any way to "turn" quads so that the invisible diagonal is in the right direction? =o Anyway, so this means that Maya's triangles are always wrongly displayed? I've found the option to make the extra edges visible, but I think they're turned the wrong way....? I have no problems with exporting half a GB OBJ…
for the units thing, see if max's export was exactly 100 times too big. For me, max has a tendency to do that for me between Maya and Unity. In max I commonly find myself working in meters and exporting in centimeters to solve that. For the fbx problems you are having...what version of Maya are you using? 2010 and older…
- Enable Image Reflection Shadowing: This is something new from the March build. There doesn't seem to be a whole lot of documentation on it yet, but this is the sort of effect is supposedly gives - http://udn.epicgames.com/Three/rsrc/Three/DevelopmentKitBuildUpgradeNotes/Shadows_Reflective.png Though I'm not entirely sure…