Huh? Is there a guide I can read on smoothing edges. I didnt know you dont smooth when the edges are >90 degrees. And yes I exported with the crytiff plugin and correct preset. Actually I just did an -> average normals, on certain faces and exported that into ce3. It seems only soften edge or harden edge works in ce3…
Does your LP and HP line up in 3D space? You can check in xNormal by using the 3D Viewer under Tools. Are you using a cage? You might also want to export the LP from inside ZBrush rather than from Blender. After multiple subdivisions and sculpting, the LP tends to change shape slightly. Just go back to SDiv 1 and export…
Had some trouble with exporting out the reverse history from zbrush. It also didn't do it for each subtool although I do like the speed of it much better. The big problem is that is says that I need quicktime for the mov files to export. Hate quicktime since it has that annoying update/itunes thing that pops every few…
Isn't that an issue with baking? xNormal sometimes does this. Does it work in other engines? Is it visible in baked map? If not, changing export settings, or exporting different format (.obj, .fbx) usually helps. You can also bake Object space and then convert it to tangent space and that seems to get rid of that issue as…
When you export the OBJ file from zbrush it should say "exporting OBJ with polypaint" at the top of the screen. This is where the colors in substance painter comes from. Also when you bake maps in substance painter click on the map called ID in the baker dialog. This should have two drop downs. The top one should be set…
vtools works fine with cs5 64bit and 32bit. @FelixSchl got a feature you missed that should be there, post export commands with wildcards, would be especially useful when working with a engine like source, since you could export out hte maps, than run a tool on the output to convert to tga to vtf. or even basic commands…
Just tried baking this for you. Brought into Max, lowered low poly plane below highpoly mesh. Re-UV'ed the plane to make sure it was perfectly snapped to grid. Added Cage to low. Exported as .SBM for both Low and High. Had problems with the normals exporting correctly so I set hi-poly to 'harden normals' 0 Bleed. Baked at…
I think the model's information must have changed somewhere between exporting and reimporting for that to happen (looks like it is trying to accommodate for a change in topology, not just a change in UVs) Sort of. If you're doing it entirely in zbrush, it's just using the lowest subdivision for the low-poly and the highest…
I set up my cage inside of xnormal. Haven't tried the ray distance only settings, And was under the impression exported cages didn't work quite right in xnormal. I'll give a try to the exported cage. If that doesn't work out, I'll just leave it as is. I know I'm being ridiculous, But i have to inquire and see if i can make…
ok you are all right. yes engines triangulate in run time, but no you don't need to triangulate before export in most cases, because the engine will do this for you. dv8ix - what people are saying is that there is no benefit to ignoring your tri count, because at the end of the day, it's important. They are not asking you…