That's something to maybe contact Pixologic about, or look into your hardware. You should be able to export objects that have millions of points (it may result in OBJs that are >1GB, but still). Perhaps disable any polypaint and polygroups to see if it helps the export process.
Have you looked at the pixologic videos: https://pixologic.com/zclassroom/lesson/edge-align https://pixologic.com/zclassroom/lesson/edge-bevel Could also use the Slice Curve Difficult to know exactly what you want without example.
I don't have a tip except post on pixologic support account for assistance from them. I am running it on win7 pro 64bit, have had zero problems, maybe something else in your rig is wonky? Good luck!
yeah, these rock, Kite. Definitely better than my really lameass setup. Japhir: you could dump the alphas in Program Files/Pixologic/Zbrush3/Zstartup or in Zdata Also, to set the config as a default, just preferences->Config->Store Config
There is not much you need to know, just paint where you want seams and paint where you don´t want them, there is a mini tutorial/demonstration on the pixologic website which shows how to use it.
Silo is great, but is dead. As long as there are just words from NC and no actual updates for years, the death remains. Pixologic development model is something completely different. I think VW will be a quite substantial "update" to Silo. :)
Was a good event, feels like its shrinking though. Not seeing Autodesk or Pixologic demoing at their own booth felt very strange. Speaking of the Order 1886... there was a bit of love over at the Foundry booth. [ame] https://www.youtube.com/watch?v=pGrrQbcV3l0[/ame]
So there seem to be a lot of places to download matcaps, including the pixologic website, but if I understand correctly mat caps don't play nicely with BPR rendering as most that information is baked into the material. So are there any repositories of standard materials for ZBrush?
The original file spec doesn't support it, but it looks like Pixologic (or someone) appended it in. When you export a polypainted OBJ it has vertex color in it. Xnormal sees it. I think it's just that Maya doesn't recognize the addition.
I knew my common sense was tingling for a reason, mostly because if this thing were real they'd have been bought by Autodesk or Pixologic or somebody who has an interest in pushing millions of voxel-like "atoms".