Hey Everyone, I am pretty new to using marmoset (pretty new to 3D in general), so I only kinda know what I am doing. My problem is that my Substance model looks the way I want it to, but when exporting the maps to be put into Marmoset, the quality is lowered significantly. Perhaps this is just what Marmoset does because it…
Hi folks I am rigging a character for UDK and yesterday having 3/4 of the rig done I realized I messed up and it wont work,so learning twice and redoing it. So maya skin weights question. Can I transfer skin weights from my old model/rig to new? I exported them onto uv maps, no vertices have changed, just bone names and…
Hey guys, I'm proofing my rigs that have been exported into UDK and I've come across a couple of problems.. This one I can't seem to fix which is a reverse foot rig as part of my setup as shown below.. So the leg continues until that nub bone and then I have an IK from the thigh to the nub like normal... Then I create a…
hello im making a set for drow ranger. im using modo for the modeling uv and texturing. just before I ask, know that I saw tutorials about creation and understand most of it. some technical stuff I don't know: 1)why do i need to decompile the smd file if i have the maya scene file from valve? 2) How do i export the cloak ?…
Hello everyone!! here's my problem: i created a mesh with zbrush,everything went perfectly model looks nice,very low poly count and everything but...it is composed of 3 different UV maps and 3 different subtools(zbrush). For time saving issues(and since i'm not able to get multiple textures on a single object working…
Banging my head against the wall trying to learn how to do normal maps correctly. My current workflow is: Move overlapping UVS -> Triangulate mesh -> bake -> move back overlapping UVs and export into Marmoset. Here's what it looks like from one side: And here's what it looks like from the side that had the overlapped UVs…
I've been doing some experiments and watched a couple of tutorials on working with opacity on substance but I don't exactly know how to import it to UE4. I wanted to achieve this look from substance to UE4: So I made a box test in substance with an opacity channel set up as well as PBR metal rough with alpha blending…
Hello Polycount : ) I have a problem import a model to the Editor. I want to import a house. I use Cinema 4D for the exporting my fbx. The problem is my model is splitted in like 10 Parts. When i import it to UDK I also get the splitted models only in my Assets Browser. So I can't selected them all and drop them in the…
here is a t-shirt I recently made using MD, Topogun and Substance designer. Its the first time I have actually exported an item, retologised it and exported it to Unity, I can see lots of areas which need improvement such as the collar around the neck line etc. I have done lots of work in SD, and lots of stuff in MD but…
Electric Mammoth Studios is seeking a highly-skilled Maya generalist for a short contract. The successful candidate will be tasked with: Transfer of motion capture data to a custom rig Re-targeting of mocap and some clean up Creating character sets and animation clips in the Trax editor Exporting .FBX takes containing…