Hey all, I'm trying to bake out some textures of a high poly sculpt in z brush for a tillable texture, in 2.5d using the ~ to scroll around everything is fine but when i export, no matter the method be it grabdoc in the texture panel, export document or even saving as a mesh i have a weird seams most noticeable at the top…
i’m massively confused by nanomesh, I’ve found lots of stuff on the internet about how to generate it, but not ONE tutorial on how to export it? Im assuming that I don’t really want to export an OBJ with millions of polys and projecting leads to a worse ‘cookie cutter’ appearance and I lose my UVs on the Nano mesh itself…
Hi all, I'm using MAX. I have set up rig using bones. Is it possible to export them out as boxes? I have tried (display prop set to boxes and also edit mesh) export it out to zbrush but when importing obj it displays as bones. Does anybody if this is possible. Thanks
Hey guys, even when I check smoothing groups in the fbx dialog window 3dsmax still refuses to export the smoothing groups. Anyone run into this? I exports na obj instead and it worked fine
Hi Guys, I've just reopened a script i made a while ago, however I know it was working last time I used it, it's now not working. When going through the export part of code it gives the error no ""+"" function for undefined The code is as follows:fn ExportFBX filePath createFolder ObjName =…
Hi! I'm brand new to Marmoset toolbag and still finding my way around. I was hoping i could get some help. When I export this model to viewer with animation, it seems to move every object to the center of the world. In toolbag, it plays fine in the right positions and if it's exported without animation, it's fine too.…
Are there separate polygroups? Some options to try: -make it into a single group before exporting, -take what you have now and hit the make polymesh button, export that -run decimation master on it (new mesh/topology, and a lighter file to boot) -remesh or dynamesh and export
This is so odd. So what i want to do is make a Polygroup in Zbrush then export it into blender so i can Hand Unwrap it, And then Assign a SINGLE MAT to it, so when i open Substance painter ill be texturing on one material and being able to CRTL+RM to assign material easier. ISSUES are Zbrush options are "Export Polygroups…
Okey so Im a little stuck. I want to export my Zbrush mesh as an OBJ and of course I dont want it to say "ZbrushPolyMesh3D" in the end because of a later bake (please exclude that I dont want it for FBX right now). I have followed allegorithmics tip on how you can uncheck the group option on the export section but this…