I thought we had nipped most of those bugs out, but if you have "Relative Numbers" turned on try turning it off. I've linked this to the programmer who handles the tool, hopefully we can get you sorted.
Any more details on what the settings you're using on your OBJ are? Perhaps a screen cap of the export screen, etc.
It literally does nothing after I press import. Of details i can say nex: 1.I did retopology in Topogun 2.UVs were made is ZBrush 3.I already baked few maps, so it's kinda working. 4.FBX file was made from FBX 13.3 converter
Hi Marshall, I'm a programmer for the tool. In addition to a screen cap of the OBJ export settings, if you could send me a copy of the OBJ file, I could test the importing myself for any issues.
Just a quick update. I'm going to redesign the helmet, because it looks not as I want it to + some technical problems, so I'm back at "make hi-poly model" phase.
It's more that, for the scope of this contest, it's hard to give you pointers or crit without kind of sending you back a little bit. For instance, your concept looks pretty good, but the zbrush sculpt deviates significantly. Are you using new subtools for each separate hard section? Are you working at a lower resolution to get the basic shape? You should be, for both. Nail the silhouette before you ramp up the points and separate sections to avoid that muddy look on your edges. Don't be afraid of experimenting with brushes, either. Trimdynamic is a nice default brush for hard edges, and there's a lot of custom slice/panelwork brushes around that work better for mechanical objects..
Also, redwax is appalling for viewing AND working on. I prefer regular materials (basicmaterial or basicmaterial2) myself but at least use a neutral grey matcap if you have to use a matcap. That really doesn't help with being able to judge and give advice!
Anyway, people aren't not giving you advice just because "you work is bad" or whatever, there's always a variety of reasons. At this point I'd say it's because the issues I'm seeing are kinda complex to tackle.
Okay. I give up. New model's retopology was perfect, but helmet looks awful and soapy if compared to excal's original. Good bye and good luck, those who know how to make good 3D.
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I kinda like how it comes out
Finished retopology. Now gotta find out how to make UVs and maps for it
Any more details on what the settings you're using on your OBJ are? Perhaps a screen cap of the export screen, etc.
1.I did retopology in Topogun
2.UVs were made is ZBrush
3.I already baked few maps, so it's kinda working.
4.FBX file was made from FBX 13.3 converter
In addition to a screen cap of the OBJ export settings, if you could send me a copy of the OBJ file, I could test the importing myself for any issues.
redesigned healmet a bit
Tweaked neck positioning
New concept art
Now a question to you, random viewer - is my work that bad? I just got no feedback here at all...
Also, redwax is appalling for viewing AND working on. I prefer regular materials (basicmaterial or basicmaterial2) myself but at least use a neutral grey matcap if you have to use a matcap. That really doesn't help with being able to judge and give advice!
Anyway, people aren't not giving you advice just because "you work is bad" or whatever, there's always a variety of reasons. At this point I'd say it's because the issues I'm seeing are kinda complex to tackle.