Difference between revisions of "3D Asset Workflow: Troubleshooting"
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Latest revision as of 10:20, 1 August 2023
- ◇ Main Steps
- 3D Asset Workflow: Concepting
- 3D Asset Workflow: Sculpting
- 3D Asset Workflow: Retopology
- 3D Asset Workflow: UV Mapping
- 3D Asset Workflow: Baking
- 3D Asset Workflow: Texturing
- 3D Asset Workflow: Asset Assembling
- 3D Asset Workflow: Naming the Asset
- 3D Asset Workflow: LODs
- 3D Asset Workflow: Exporting to Editor
- 3D Asset Workflow: Completed asset checklist
- ◇ Additional Steps
- 3D Asset Workflow: Alternative Textures
- 3D Asset Workflow: Billboards
- 3D Asset Workflow: Blocksets
- 3D Asset Workflow: Collisions
- 3D Asset Workflow: Sikailu
- 3D Asset Workflow: Sway
- 3D Asset Workflow: Tile Textures and Trimsheets
- 3D Asset Workflow: Tintmask
- 3D Asset Workflow: Vegetation
- ◇ General Tips and Troubleshooting
Contents
[hide]Summary
- Check also: 3D Asset Workflow: General Tips
Sculpting
Exporting highpoly mesh from ZBrush
The model's scale is off when exporting from ZBrush to a different program
[Expand]
The model's scale is off when exporting from ZBrush to a different program
Lowpoly/UVs/Baking
Checkerboard pattern when baking mirrored objects
[Expand]
Mirrored UVs in Substance Painter
Editor
Importing Assets
My model is black/has no textures
- In case your model is black/has no textures, processing the meshmaterial usually fixes this
- Right-click model/type -> Locate type model resource -> find the corresponding meshmaterial -> right-click -> Process resource
- If that doesn't help, check that your FBX file doesn't have multiple Texture channels in Modo
- If your asset appears transparent and dark in the Editor, check that your normal maps DON'T have alpha channel in them
- Also re-assign the textures and materials in Modo, and re-export the FBX
- If the asset has a tintmask, check it's model component settings to make sure it's configured properly