@EarthQuake Hey, Thanks for the reply I used the same lighting setup, and it fixed everything:) Nah jk why can't it ever be so easy to fix stuff haha. I have no post effects on in painter neither in marmoset. Checking the textures was the first thing I tried but they exported correctly (Too lazy to show them all but you…
Just a guess but did you use animated keys to explode your mesh? If so, did you export as FBX rather than obj for xnormal? It's a pretty simple mistake but one that I made not long ago Only obj will preserve the exploded state, FBX will export the animation and will de-explode your mesh due to it being unexploded on the…
There's no current method that I'm aware of to add meshes to a project after you've begun working on it. You could, however, try this: Export your character's textures. Create a new project for the hair. Reimport the hair with the body as a separate mesh group. Click on the Import tab in 3DO, select the body group, add the…
The normals in the box are corrupt. when you move the vert is causes max to re calculate them. You cant either export the mesh as an obj without normals and re import it, or you add smooth modifier on top of the stack and it will re calculate them. Both remove the artifact for me. The only reason i mention the export…
Hey sltr, if your bake isn't working right then just cut some of it out in zbrush down to a small part if you hide most of the mesh then export it will only export what is viewable. Then work on getting the bake right using the 2 min bakes until you get a working setup, then bake the entire thing and that way you'll know…
I think you would be better off with a more ideal body. The one you've used looks good but if you're gonna follow that it's gonna come off like you're the one who's misjudged the proportions. Your topology looks fine at the moment but you should show your work without the wireframe. Do you know how to use zbrush? If so…
You can't exactly apply a post process at export time in Painter sadly. I get around this issue by using extra channels so I can still see good values in Painter while I work Eg. Add a channel called normalised_roughness Use an anchor point to collect your roughness values from the roughness channel and pipe it into the…
I'm guessing it's zbrush naming convention. It uses a hyphen instead of an underscore. You need to press alt+shift to use an underscore. Without an underscore SP will not bake by name. Also, as far as I know .obj doesn't respect the mesh names within the file. You can open an .obj with notepad and see what it has written…
Try exporting as UE4 (RMA Packed) instead, and use the *_reflection.* texture to plug in the Red -> Roughness, Green -> Metallic, and Blue -> Ambient Occlusion. Set any non-albedo texture to sRGB off as they're linear textures and require gamma space. Masks compression should be used if you're using the RMA-packed export…
oh! that reminds me...when you say "re-inforced edges" do you crease the edges in maya? I've always had trouble getting zbrush to recognize the hard edges in max when exporting. I would export say a cylinder and when it goes into zbrush to divide up, the edges would bevel no matter how many edge loops I put into it from…