There is some stuff going on with GoZ and certain versions of Max. Maybe someone can solve your problem with a simple click, but in the meantime drag the tool onto the canvas in ZBrush then hit unify under the tool menu/ deformation. That will set the model at ZBrush's optimal scale and zero the axis position in ZBrush.…
well i guess that was just my workflow before i knew cryengine so it stuck i guess. I personally find it easier for myself to quickly light something and set up material to quickly show an update for crits as sometimes they are not finished models..and i find it a pain in the ass to export from maya to cry so having to to…
I am looking into something very similar myself. I am exporting a height map from UDK into WorldMachine and then running the filters on that shape. I am also setting up the landmass material like you as well and placing grass cards and flowers using the foliage tool in UDK like you are as well. The problem that I am…
Maybe not the answer you're looking for but this can be done quite easily in 3dsMax, for instance. Export the terrain to Max Conform a spline to the terrain Use path deform or similar to instance the fence section along the spline Export/Import a single fence section to UE Select all fence sections in Max and use Tom…
It's not only old as far as zbrush is concerned, but as far as xnormal goes too; XNormal can now read vertex colors, which I find to be even better as the older method can lead to distortions and larger file sizes. Instead just export your OBJ with polypaint turned on (no UVs or texture needed), and in xnormal use the…
For the Distortion : Bake a NON-Average Map, just uncheck AVERAGE NORMALS in Painter. And later on cut the details in Photoshop and paste it into your "Average" Normal Map. So you have to bake two times, yes. One time your "real" normalmap, and one time your non-averaged normal just for the distorted details. For the…
you can just doodle this shape using the paint brush (or various other ways) and it will respect the UVs, yes. solar: might be a problem with the format of your meshes. mudbox likes FBX over OBJ in my experience. perhaps the FBX version also makes a difference (i used it in conjunction with whatever max 2011 shipped with).…
Ah. You had asked how to connect these textures inside 3ds Max. But you want something different. Can't help you if you don't provide enough information. What programs are you exporting to? Each program has its own material limitations. It is best to import the model and textures separately, and recreate the material…
I have rigged things before, but nothing with this much detail so I'm trying to give it a go so I can have some solid portfolio work. Also the images I attached are a model I exported after doing the "T POSE MASTER" in zbrush, so its got about 32k. But when I export each sub tool separately into maya, its got 18k, and it…
CE3 is a great engine and some of the work flow can be a bit of a pain at the start but you quickly get used to it. I found it very fussy regarding importing geometry (one vert slightly off and the import fails) so you have to pay close attention to your models before exporting them. Most things are quick to setup. I am a…