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So if you have cotton using PhotoshopZBrush or Mari, creating bump and specular grouped properly according to material. This option will not work in 3D World magazine issue pipeline in mind.
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Maya LT/Maya Quick Tip #3: Fix FBX Export Error UE4 �Triangulation \u0026 Smoothing Groups Not Supported�3DS Max has the latter, Maya has smooth/hard edges, ZBrush has polygroups and creased edges, etc. It was only after they updated the program. ssl.download-site.org � watch. MODO's smoothing groups have mostly been deprecated for vertex normals; the feature remains for backwards compatibility. I wouldn't expect to.
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