heya guys (and gals) i used displacement approx modifier on a hipoly object and though it renders fine, when baking it doesnt work! does anyone know something about this? the displace modifier might work but i get horrible results from that...
Okay nevermind, it was because of the skin modifier, if you're having the same problem just add a vertex paint modifier then choose vertx color display - shaded
Both objects had enormals modifiers put on them, and then where collapsed into an editable poly before attaching. (the modifier in the screenshot is just to show what's wrong.)
Thank You! All the meshes available in nodes and their modified versions can be scattered and can be scattered on. Planes, Tubes, Spheres, Cubes... Soon there will be many more meshes and modifiers and it will be possible to scatter any of those.
In particular I found the modified instancing of objects interesting. The jointed root instances and different texture blending on modified instanced looked nice too. And the normal map comparison is just good solid advice...
Do you exit sub-object mode before adding the Unwrap modifier? You should. Sub-object selections are passed up the stack, so the upper modifiers are limited to just the selected bits.
I am very new to zbrush, what is a skinning modifier? how do I disable a symmetry modifier? Now that I think of it the objects I have that are not working are either not closed objects or they are not symmetrical.
If updating doesn't work, try adding a Turn_To_Mesh modifier, or an Unwrap_UVW modifier before exporting. I seem to remember doing that for Max 2012 and 2013. Reference: https://dl.dropboxusercontent.com/u/2904948/Temp/FBXBinormals.png