Use both. It's usually a lot easier and more precise to start by modeling as a normal, low-poly mesh in something like 3ds and then taking it into Zbrush for detailing. I pretty much make the low-poly (adhering to the grid in the app for modularity), take it into Zbrush to make it uniform and then subdivide, sculpt away,…
I'd recommend xnormal for what its worth. At my last job the workflow was something like: a) Block out model in 3dsmax b) Export to zbrush and create a high poly sculpt c) Export the high poly object for normal mapping d) You'll probably need a better low poly mesh at this point than the block out. I'd normally decimate a…
Another option would be to write a exporter for something like Blender (python), Sketchup (ruby), Unity3D indy or anything else that is free available. That way you could always redirect your 3rd party artists to use the tools within that package. Or.. create a AIR/ FP10.x+ application that writes a snapshot of a class as…
Okay, so I have a new effort. This one is 5k, falling somewhere between the original 8k and the 2k above. The material I've applied to the trees to create the seasonal effect is actually a instanced material with one Scalar Param for "autumness" and another for "winterness". Combining these gives you all the variations of…
@MagicTurtle After some testing and troubleshooting with zbrush and substance, I've realized that for some reason upon export to .fbx zbrush changes not only the scale by 100 but the position is changed too (i have an axis setting wrong?). It does not do this with my .obj files which is why they were baking fine.....I will…
Ok, I exported the animation to FBX (checked the "bake animation" box and left the other options untouched). Then I refreshed 3ds max with a new scene (keeping the objects) and reimported the file. I removed the ik chain and proceeded to export to kf. So far so good but, when I open nifskope to check the animation, the kf…
I did the UVs on the lowpoly and look like this: (I know they look bad but I'm new on 3ds Max and I'm learning to use it) The previous normal was with the option "Match UVs" off, then with "Match UVs" on I get a blank image. Maybe my exportation is floppy? After this assumption I tryed exporting on 3DS format and got a…
I have finally reached the point where everything gets confusing:poly121: Now is when I usually start the exporting of all the models in the scene as a .obj file. The thing is I'm not sure where to go from here. Do I export my scene into UDK to make sure all the proportions are correct or do I export the scene into Mudbox…
I think the normals are inverted on those. Open the scene in your 3d app and export again and make sure nothing gets inverted. It might help if you say which app you used to export or they are directly from zbrush? Makes sure you make everything unique before export. Until we know what app your using is hard to pinpoint…
thanks for the answers Neavah youre right green channel should be flipped. But I realized that the source of the problem was the low poly model that I export to UDK. If I triangulate it in xsi, this problem occurs. but if I export quad-poly object, it seems fine.(UDK triangulates itself) Also, there is a problem with…