Hi, I am using actorX plugin for maya to export a scene file. My question is how do I setup materials so that the ase file will have reference/path for lightmaps as 2nd UV channels. Should I use multi layered textures?
hi Silvernight, unfortunately Zbrush can export layered psd only if you bake to a canvas layer and export using Zapplink. This means the polymesh will turn into pixol data and no more object will be editable. I know you asking about polypaint layer from uv map, but just to summarize the Zbrush capactities and clarify : BPR…
hi, i'm trying to export to obj a model i created in max, but, something is wrong because it stays too much time in "preparing normals and.." and it doesn't move on, for too much time
Heya, I was looking into QERadiant for Quake 4 and Hammer for Half-life 2 and there doesn't seem to be any options for exporting brushes as an OBJ file (or anything similiar), or importing OBJ / whatever as BSP (like UnrealED). Anybody have any ideas or plugins for something like this? (/me is a Maya user).
I'm trying to export a height map from world machine to put into unreal using RAW16 file the appropriate file type but for some reason its saving into a winrar file and prompting up with this error message?! does anyone know what is causing this?
Hi everyone, After looking on the forum, i haven't seen anybody explaining the proper workflow to export material from Quixel Suite 2.0 to Keyshot. Anyone could help me with this ? Thank you
I'm trying to build my own custom export preset. I'm a bit confused as to what the difference is between the input and converted maps options are? See image:
I keep hearing people say to export all textures at 4k and downscale them in engine. Does this apply to things that I know will be using smaller textures like 256 or 512? Seems so many 4k textures will keep adding to project file size.