If vertex colour bake gave you an error it was probably telling you that the mesh has no vertex colours. What did the log say? If so verify they're being exported correctly from zbrush (open it in another program and see if the vcols exist) and if they do, then it's substance not reading that info. Otherwise you're not…
hijak, all that guy is doing is adding a bevel, and then applying a "normal modifier" to average the normal of each main face. i don't understand how that applies to an export from max though. how is that information going to be passed to an engine as a modifier, all i see him achieving is either a fully smoothed beveled…
if i had to choose between marmoset and 3point shader i'd choose (well actually, i chose) 3point shader. even with the few cons it has, i prefer the control i have while in max, over the features of marmoset. it's easier to adjust the pose of a model and so forth while getting a realtime response from the shader in the…
Edit: wirrexx made a very big answare for me to hiajck it. But still some tips that will help you. 1. Use FBX with painter, obj is shit they say. 2. For the love of existence, decimate the highpoly before exporting it to bake xD. It will take much less time to import/export and bake. 3. When baking in painter you don't…
If it's a deci mesh(optimised triangulation) why did you export aa quads? Try adding a smooth modifier as they are normal shading errors. Also, why was your mesh nearly 2mill poly after decimation. There are no details on the mesh that require that kind of polycount This mesh could be zremeshed to 10-odd thousand or less…
I am using a cage and the problem exists with or without the cage. Edit: My cage has sharp edges (smoothing groups) because if i take all the sharp edges off Xnormal wont accept my cage because im exporting from Blender using .OBJ format. Could the sharp edges be the problem? Should i just export an unsmoothed cage into…
you can UVW map in max, send it to zbrush, subdivide it up to like 7-8 times or whatever (make sure you do the morph target trick to hold it's boundaries properly for the first 2-3 subdivisions). fill it with black colour, then just paint onto it using standard brush at like 20 z-level and 75 rgb-level. export the mesh and…
If you export your object (like a building) from 3ds Max , you just select your whole scene (make sure all objects are named) and then -> export selected -> as .obj Then when you import the objects into Marmoset, all of them will show up, having the names to the right and then you can apply materials to all objects in…
Yes it does. At bake time the tangents are created and stored in the vertex data, similar to how UVs are stored. Make sure your exporter exports that data, Roboblitz imports that data, and the game uses that data to render. Does UE3 include a normalmapper? I would think that would be the best way to avoid seams. IIRC the…
I don't think that when SupRore asked if she was too high poly, he was asking if she was too high poly to physically export into the engine. That's almost irrelevant. What he was asking was simply isn't she too high poly? The answer is yes of course, she is. You really shouldn't ever be exporting a subdidvided model into a…