I did start in max, made my 'medium' poly featuring all the main shapes. Then did a zbrush pass. Exported both a high and low version from zbrush. Edited and optimized the low zbrush export and placed that into the high zbrush export. Bad method then?
I couldn't find a thread for this. I'm exporting multiple obj's from Zbrush and I'd like to retopo in 3D Coat. They export as individual obj's (files) but is there a way to export as 1 file, but keep the meshes separate like Zbrush does with sub tools? What is the basic workflow for Zbrush and 3D coat retopo? I appreciate…
Does anyone have a DDS exporter plugin that will allow you to keep layers when exporting a DDS from photoshop? The Nvidia one Im using requires me to flatten the image before exporting each time. I always step back up the history, which is doable obviously, but if I could skip this step with a properly featured plugin…
Unfortunately, this won't work with MODO, because it does not export the tangents to the FBX file. Something that has been requested for a long time, but import/export is not an area where MODO shines. Now that blender exports tangents, MODO is the only remaining app that I've used that cannot do this. Sad.
Are you certain the UV coordinates have been imported correctly? What are you exporting? What are you exporting it from? What format are you exporting it as? Does it load back into your original 3D program OK? Can other 3D programs open it without those issues?
Well, which file format do you use to export from XSI? You can try to export .fbx or .obj and after import in Max the mesh should keep quads instead of tris. It works at least when I export .fbx or .obj from Maya into Max.
I *COULD*, but that's too messy Export those as an RSS/XML feed, where each group of links is wrapped in each category is te important bit. it seems i can find ones that export to the right format, but not all the information, or ones that export all the info, but to the right format.
where do you export your lowpoly? from zbrush? you also bake the normalmap tbere? lets say thats not the ideal way... anyways default export from zbrush is facetted. you can turn on smooth shading in the export options at the bottom of the tool panel.
Usually nothing special, I rarely need to Xform or collapse. Also, I use xnormal's SBM format for exporting both the high and low poly meshes, though it's real advantages (cage export, tangent/binormal export) only seriously apply to the low poly mesh.
Exporting from which software, and importing into what? There's probably a better format for this, like glTF (nice support in Blender). I think I have a resource on the mtl format, I'll see if I can find it. It depends on the exporter, but I suppose you could tweak the file post-export.