errors like,- like when the import stopped with a message like error importing. I found some plugins on Blender scripting forums, cant find the one I had back then- but something along these posts: http://blenderartists.org/forum/showthread.php?t=104786&highlight=obj+import…
Some obj problems in Max 2009 are still the same, the scale problem is still present (always tweaking with numbers), and ngons seems not to work too when exporting. Fbx export does not work properly within Modo, you put Y or Z axis on the exporter to FBX, and you always need to rotate all the scene. Attach all geometry to…
you can go back and forth from(for example) max and zbrush all you want. if zbrush is the case....you can be in zbrush...then export your lowest subdivision from zbrush as an obj....import it into max....move stuff around(keeping the same vert count ie: don't add any geo)....then export obj...then import back into zbrush…
I'm not sure what you are trying to do with BaseSwitchSOL. When you get the the Else clause it will always equal undefined so it will always Catch. This is because each time the script is run, it's a new instance of the script, so BaseSwitchSOL always starts as undefined. You would need to make it global to keep the value…
Mmmm it's hard to tell without checking the wireframe: could you show us an image of the wireframe in Max and (maybe) one of the polygroups in ZBrush? :) Btw at the moment the possible issues that pop in my mind are or a smoothing group issue or an "edge "proximity" issue (meaning that you have edge quite close one to each…
I took a look at the files, there is something wrong in either the obj-file itself and/or the input maps. What happens is the suite thinks that the arm should be on the body as well, maybe due to UV-mapping, not sure. If you go in to the "Normal" tab and delete "Texture base" you see that the problem goes away,…
Thanks for the help guys! I've managed to solve my seam issue: turns out it was a very noobish mistake: when exporting the .obj from Max, I've used the ZBrush preset and that does not save Smoothing Group or Normal information into the .obj ... :\ oops. Here is what the sword looks like in Marmoset at the moment: Diffuse:…
I work with both all the time and have no problems using .obj There are a few options in the max importer\exporter you'll need to make sure are set correct. Lets assume you are in max and using the Max2Obj plugin. check box: rotate model, texture coordinates, normals, smooth groups. Vertex scale: The overall size of your…
hello, what do u think about those mentioned softwares? is it used in AAA ? what about hair system? is it possible to export haircards obj/fbx with textures ? if u have experience with it, what are pros and cons?
Hello my friends from polycount. I made a wedding cake using software Zbrush and painted it inside Zbrush using Polypaint (picture 001). Everything is ok, but when I exported the texture (picture 002) from Zbrush to use in Cinema 4D it doesn't fit well. I exported from Zbrush the obj and texture, but when I imported the…