So here's the issue guys, 1.I have sculpted my creature in Zbrush (I started in Zbrush with Dynamesh) 2.Retopologized by taking the lowest subdivision and further edited it using Maya's new retopology tools 3.UV'ed it 4.Gone back to my Ztool and exported subdivision 5 of 6 as .OBJ to maya 5.Used transferred attributes to…
Hi there, I'm sure this isn't the first time someone's come crying for help to this fine userbase and I do want to start by saying that I have been trying to comb through all the great articles and posts that might help me solve this on my own. That said, I was wondering if anyone can point me in the right direction toward…
@zachagreg After the explanation I think that it's pretty neat how you've modified your model to be structurally sound, and I'm also enjoying the addition of the symbol you added carved into the wood. For right now I have 2 uv sets - one for the main part of the model and one for the ropes and pulleys but I am thinking of…
I will absolutely look into doing clear-coat when I try to optimize this down. Thanks for the replies! I am back with an update. I spent most of yesterday refactoring my previous result, with a refocus on pushing PBR and trusting it over curating a certain look. I also dug an old reflector out of the garage and studied it,…
This looks like the common problem when point order is changed. You must have exported at division level 4 at some point and changed the vertex order on import. Obj exports are not the same across all apps. Max in notoriously bad at obj export. Get and install the Guruware obj exporter if you are a Max user.…
I went ahead and did it anyway. I was curious, and I've actually had this problem crop up before. Assuming you can Mesh > Separate (then delete history) your model to separate all the individual pieces, and also assuming that each piece only has UV information inside one of the many UV Sets, the script below will work for…
I'm bumping this thread to post an update to miauu's script, made by the man himself recently. It works with edges, vertices, multiple selections in editable poly and edit poly. Thank you miauu! --****************************************************************************************************** -- Created: 16-07-2011…
just tested blender to maya via obj, and yes indeed it does export detached faces to maya. Maya does seem quite good at merging the vertices's, at spilt edges into 1 vert with multiple vertex normals though, just using the basic merge tool, with a low threshold. Still stupid to have to do so, blender should be able to…
This is a Zbrush problem as old as the hills. Zbrush isn't a true 3D environment and uses its own native scale that has no real relation to real-world scale. The Unify 'bounding box' is 2 ZB units - which is the equivalent to 1cm in Maya. If you create any ZB primitive and go to Geometry>Size you can see that. This is the…