HI, I'm having some issues with baking in SD/SP. I'm using a set of scripts called PipelineIO for MODO to export my low, cage and high. The cage is a Morph Map in MODO, PipelineIO is then exporting it as an OBJ. For some reasons painter crashes every time I tell it to use the cage, and designer is giving me completely…
I'm having a new founded issue with exporting my model into UDK. I've exported a modular part of a building, collision included, but when I drag it into the level and play test it the building doesn't show up. I've imported a few other things successfully, but all of a sudden nothing wants to load properly. I added a…
hello again polycounters :) working on a new folio scene, based on a concept by elliot lilly (didnt ask for any permission, so if anybody here thinks i should before proceding, please do say so, dont want anyone saying im using other people's work unaccordingly). this is the concept: and this is what i have so far: some…
I know there´s already a thread about this, but i think my problem is a little different. After unwrapping I exported the model as .obj file. In Milkshape the model shows up fine...but the Uvmaps seem to be f*cked. Looking at the Uvmap in milkshape´s editor i realized that all of my sews are gone...as well as a bunch of…
I am making cloth in marvelous designer, after that i am exporting it: Here I am already uncertain, should i export it with thicknes or without? Are there some disadvantages for the animation when i use thickness? When i dont use thickness i get something like this: at the neck there is a "hole" because of the normals…
I have a problem that I can't fix. I'm using a Pflow sourse set to mesh per particle. The first thing I tried was the pflow bake script which turned every particle into mesh but all of the particles were visible in frame on and static when they time to "spawn" was reached they started to move. I want strictly to copy the…
Hi I want to create a workflow with this software in pipeline. I think about this steps (need to create a characters asset turntable) 1. In ZBRUSH sculpt HIGH POLY mesh with dinamesh and save it all single subtool as OBJ_HIGHPOLY 2. In ZBRUSH create the low poly mesh so: DUPLICATE all subtool highpoly ---->GIVE CLAY…
Hey folks, I'm currently working on a scene inspired by Snefer's work with as few textures as possible. When I bring meshes in UDK, I get shading issues. The issues appear even after building the lighting. I'm exporting from Maya with FBX Exporter 2013.3. First UV channel. I tried offsetting the UVs by 1, but there was no…
Hiya everyone, so I've decided to make my first game model, as I'm targeting a career in character modeling for Games and I'd appreciate any help from you guys. I've only made one model before but that was using displacement maps, so I'm trying to replicate the actual games process, from what I've gathered this is how I'm…
Hi i was wondering if anyone has anygood tut's in the field of exporting models and there textures from 3ds max to UDK? For example i have a dreadnought that i have recently finished and i was going to import it into a scene in udk, i export it as a .fbx (i think its .fbx) but when i import it into udk it is nothing but a…