Still learning Maya and SP baking tools, could use some help here... I've created a cage in maya by duplicating my low poly mesh, then I selected all my verticies and did a normal push outwards. (see image) Here are my export settings. I'm exporting out as an .fbx and triangulating it; is that the correct method? . . Now,…
Well after going back and applying a few extra polygroups they seem to have exported just fine. Looks like I had to apply polygroups as last step before I exported even if there were already polygroups. I didn't reapply a group to the tail of my horse even though it was already in its own group yet that still didn't…
I have recompiled an old version of ExportMD3 with Max 2009's SDK for those of you who are using 3ds Max 2009. It's a really old version - apparently from 1999, judging by a quick look at the source. Sometimes when you export, it'll warn "there is not a one-to-one correspondence between texture verts and actual verts"... I…
hi merry christmas i've managed to sculpt my first face and i wanted to export displacement map for arnord and i keep getting this result I think i've tried everything like changing subdivision catclark displacement attributes like scalar zero value colorspace and i've realized that the map itself might be the problem…
Hey all, was just curious if any Maya users are having this issue. I'm using Maya 7.0 and I'm trying to get the Shockwave 3D Exporter plug-in to load and work. I've had a bit of a browse and haven't had any real luck. I've made sure the plug-in is being loaded in the plug-in settings (check box is ticked for loaded and…
Every time I use the send feature in mudbox to update the texture in maya I get this. And here is how the exported texture looks in Photoshop. Is like the texture map just disappears 0.o. I know that I can just flattened the texture in mudbox and then export it but I want to know if there is a way I could fix this.
Hello there, I'm trying to export my scene to .fbx and having a problem with the former nCloth objects. There is no any traces of nCloth in the Outliner, all transforms are frozen, history cleaned up, and no extra shapes on transforms. But after export to .fbx objects whether return to their state before nCloth or to the…
Hello...I am colliding with an obstacle: I have hundreds of objects in 3dsa max (instances) that have to be instances in Unity. How do I export them from 3dsa max scene to unity with those instance bonds?Please help.I tried to replace objects with point - export - replace with prefab, but all my objects fly all over the…
I've been faffing about with learning the workflow, which I've currently found to be: 1. FBX File 2. Import into 3DS Max3. Adjust it by moving bones and removing polygons4. Collapse to Editable Mesh5. Delete original bones6. Import bones from player character skeleton7. Export to Maya for weight painting8. Paint weights9.…
(First of all correct me if I'm wrong but the non PBR Blinn-Phong shader is not what I'm looking for. I do want PBR, just not GGX aligned) So I know GGX looks better, but not all games support GGX. At the moment I'm doing a lot of models with Fallout 4 in mind, and it would be nice to be able to export PBR textures…