Hey guys, I've got a question I'm sure you guys can answer. I've got a model built in 3ds Max, it's just a basic sword, but I want to take it into Zbrush and add all sorts of nifty details to it. I've never taken a mesh from Max into Zbrush before, so my question is what's the best way to do this. Do I take the High or Low…
hi, i made an emissive map in my material and masked out the emissive areas by an ID map. (material is used in UE4) when double checking the masks by copying them into a new file and use levels, i can see that they are 100% clean. however, when i export the flats and double check the emissive by leveling it to high…
I have never had to do subdivision modelling . it's just extra headache imo. For Zbrush I usually just apply triangulate modifier with "keep normals" checked in and export fbx. Then import fbx in Zbrush and do DynaMesh. Works fine usually. Flat things stays flat. Then export dynameshed fbx back to Blender and project UV on…
@totopulos When you export your FBX, can you check the "Bake Animation" box so that it runs that action and let me know if it resolves this issue. Also, it's been a while since I used Max regularly, doesn't the XForm modifier assist in stabilizing geometry in cases like this? I believe the FBX export settings there also…
I tried exporting a quad from modo in fbx (with UV projection). I create a transparent image in Affinity Photo with some soft airbrush stroke, etc. And exported as TGA (and png with alpha channel, similar results with both). In toolbag 3: I import the fbx, create a material, and assign the TGA image in albedo and in…
You can certainly use webgl on mobile. You just have to be careful about file sizes (speed of download) & performance issues (weaker hardware). I don't know if Unity has good export of functionality or animation, but I do know you can use it to export textured 3d models in webgl formats (glTF is likely). Free server should…
anybody?? and this is a snapshot of a quick cryengine test.. the texture is lower res and the alpha map isn't displaying correctly as you can see at the bottom of the structure.. why is this happening in cryengine and not in the 3ds max render I posted before? the engyne settings are set display at highest quality but it…
So...I did a bit of research around the internet and found a way to fix it, might be useful to someone else with this issue. Might also want to add to the Wiki? In mental ray render settings go to Options > Performance > Make sure 'Export Polygon Derivatives' AND 'Maya Derivatives' are ticked ON. Here's a comparison render…
It happens to me every once in a while. That and holes in my mesh. Export as .obj and triangulate pre-export. If one of those doesn't fix it, then both should. At least that's been the case in my experience. Also, if you haven't or didn't know about it, you can try checking your normal direction display -> polygon -> Face…
A few things to check: - Check that you're exporting the high and low poly mesh from the same position in the world. Usually I export both from 0,0,0 - Go through the objects and check that your Normals are the right way around (I.E. that no polygons are flipped upside down.) - Check that you've not overlapped the wrong…