I usually make the highpoly in Zbrush (even if I make my blockouts in Blender) and then after finishing the hp and making the lowpoly with UVs I add names to the pieces of the lp and the subtools of the hp accordingly to bake them by name inside Substance Painter, add a single material for every texture set of my lowpoly…
Updating with more info: This mesh was made in Blender using symmetry modifier for the left/right side, since the end pieces was simply rotated. I thought this might be the problem so I applied rotation/scale/location (Blender's equivalent of reset x-form) before exporting, didn't make a difference. I also tried mirroring…
I have now imported 6 different models created by different people with different errors and what not. I am using Maya. Here are some kinks and workaround I found when doing this. Might help someone. I am not entirely sure that all of these steps are absolutely necessary, but most of them are. I don't think you can go…
If you don't mind a little self-promotion, I have some plug-ins at my site ( Spanki's Prop Shop ) that some may find usefull... Free: Add Normals - Will add (or update) a "Normal Tag" to the selected mesh, honoring the settings in the Phong Tag if it exists (phong angle, phong edge-breaks) or compute the vertex normals as…
Hello. It's been a few years since my last visit to polycount forums. Today I found my old account with this silly username, so I thought it won't hurt to create a sketchbook thread. So let it be. Critique appreciated. I've been working on a project for some time now. I did two sculpts for it, the first one didn't work out…