So I created a simple cube in maya with default uvs, then duplicated it and beveled the crap out of it. ive then averaged the normals on both meshes and exported them as objs (also tried with that sMB format). Now if i use maya transfer maps, i get a perfect normal map, works great. But if i use xnormal i get 2 seam lines…
The support from Quixel has gone out of the window. I sent an email to the team desk when Teddy asked me to which was on the 11-06-2014. I have still yet to receive a reply. Issues:- 3DO/DDO will NOT load a mesh exported from max 8. I have no problems with these in dDo. I even sent one of my meshes along with my email.…
Here's a thing I'm not really sure how to look up on Google... I'm skinning stuff in 3DSMax and I've always found bones a little fiddly (grabbing a bone to move it around, doesn't work because it's stuck to the end of the previous one and it then rotates around), I've seen people do setups where they skin to a bone…
Hi I have an animtion planned for a project I'm working on, and I aim to have different facial expressions that I'll be making in ZBrush with Layers that I'll either export into 3ds Max as Morph Targets or Maya as BlendShapes. However, I'm a little confused with some of the workflow. In order to get these animations to…
Happy Wednesday, I've been able to put in some work on the environment. Exploring some rock sculpting, trying to tackle the environment in layers. so for this first pass, I'm focusing on the rock formations. The process has been pretty simple, I have been exporting the block-out forms directly from UE5 kicking them to…
Hello everyone!Here's my latest ue4 scene based on the topic "The First Snow"! The scene is made in Unreal Engine 4. I made the initial concept in Blender, which I later exported in Unreal as a blockout.https://www.artstation.com/artwork/GaDrB3 --- Original post / WIP --- I'm currently working on an environment piece as…
Hi, still getting used to Zbrush, but I was wondering if anybody has any idea how to apply smoothed normals for low poly objects in Zbrush that aren't intended for Catmull-Clark sudivision surface. I want to retain the low poly appearance with the subdivided details still on the mesh. I've tried to export my mesh with…
Hi there, first time poster here. I started this project a few weeks ago. I created a (low poly) mesh in maya 10, exported it to Zbrush. Added details in Zbrush and created a normal map. Everything went fine untill I created the normal map with Zbrush. My question is: can Zbrush actually change the uv's of your model?…
So I've been wondering what people might consider the best process of developing a character. I've seen a few different ways people ago about doing this: -Making a detailed, highpoly base mesh in a 3D Modeling program that is then exported to ZBrush/Mudbox for sculpting. Then the high poly is retopologized for use as the…
Hi all, according to Akin Bilgic´s accurate way to displace, i always used this method but always had the feeling that it is not exactly the same thing as my sculpt. I downloaded his musician test head and exported the base mesh and the displacment map in zbrush like he is mentioning it in his tutorial. my outcome: after i…