You'll want to use the FBX format. Be sure you select all your joints as well as any meshes associated with your animation. In the Include section of the export options, be sure to check the Animation checkbox.
Note to side track, but there's actually a really cool tool included with windows (for a while now), called the 'snipping tool'. It will take a full screenshot, an open window, or a rectangle selection. It also has a 'highlight' feature.
How do you reimport the corrected color map into substance painter from PS? Can you only do it by including the corrected color ID in the extra map import dialog at the begining of a project?
I think you can create custom blogs on "Confluence". I think a fair few companies (including us) use this for storing game and asset information. http://www.atlassian.com/software/confluence/overview
Best to include your software in the title, so people who know it best can help you. http://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#use
I still like MW 2 over blackops, it was just a "tighter" game. I am actually looking forward to MW 2, it should be fun. Hopefully they include more Co-op missions :)
polished more on same here need to extend end little more to include idle with weapon i guess it will add more value secondary yet to be done https://syncsketch.com/sketch/0a4b5ed5ca99/#306993
bonus points! would love to see pics of the rig, including joints! (hey, the modlers want wires and texture sheets!:poly142:) love the hair, not something you see everyday on a character!:poly136::thumbup:
It could be? File nodes have a color space setting, so if you're authoring textures in Linear but not setting that in Maya, this could happen. Can you show a picture of the render, including attributes on one of the materials?
I'm interested in seeing how the design on the flat surface looks after being folded. I can include some pictures if that helps. I'm looking for some pointers or a tutorial for this if you know of any.