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Re: Zbrush freezes when attempting to dynamesh
Reply by
gnoop
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Dec 2016
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Technical Talk
Perhaps the model is too big itself (in whatever units). Try to export into zbrush in bigger units or downscale
Re: MR ignoring material ?
Reply by
CreativeSheep
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Jul 2016
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Technical Talk
Exporting then re-importing solved the problem. Next time I'll know, thanks for the time to help :smile:
2 results
Re: Answered: Textures in DDO/3DO look nothing like when imported into UE4
Reply by
Synaesthesia
·
Nov 2017
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Quixel Megascans
If possible, could you share the project itself and/or the exported maps? I'd like to take a closer look at this.
Re: Normal Map green value gradient
Reply by
Bek
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Jun 2014
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Technical Talk
It is in xNormal's settings for file types — set output to tiff and check xNormal is set to 16bit tiff export.
2 results
Re: TStools Problem
Reply by
Klawd
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Jul 2017
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Technical Talk
It could be because you haven't frozen the transformations you have made to the mesh before exporting it as fbx.
Re: trouble with normal map
Reply by
Udjani
·
Nov 2018
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Technical Talk
It could be a tangent space problem, so you will have to change it on marmoset or export your mesh without.
Re: Zbrush Displacement Bake troubleshooting
Reply by
cryrid
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May 2011
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Technical Talk
Even the default import/export should work (as it does for programs that don't have official GoZ yet).
4 results
Re: Mudbox projection painting problem
Reply by
GoK
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Sep 2013
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Technical Talk
The reason is, as i explained, im using Photoshop to paint using the export screen to PSD feature in mudbox.
3 results
Re: Zbrush Workflow
Reply by
frostymoose
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Jul 2006
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Technical Talk
You've probably got it by now, but the normal map should be selected as the texture and just click on that and export it/ save it.
3 results
Re: Q: Unit setup in 3dsMax for UE3?
Reply by
East
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Feb 2008
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Technical Talk
Couldn't you work in an un-tiny scale in 3ds max, and then scale it accordingly before exporting to UE3?
3 results
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