I'm also using an obj I imported which seems to be making the difference. If I use any default shape in ZBrush the alpha looks good, but on my obj it doesn't.
Ooh that sounds nice. I wonder if Blender keeps vertex color intact? Fbx supports it but Obj does not (well, except for custom Obj tweaks, like Zbrush does).
parent the lights to the camera, or make an expression that rotates them around the obj when athe camera is moved, but they stay the same distance from the obj, each wont be unbreakable though
Try it out as a OBJ export, had the same problem, exported it as a obj and that did the trick. what you can do to avoid collapsing the Turbosmooth, is adding a Edit poly modifier above the turbosmoothed version.
thanks Eric maybe thats what it is, is there any way to fix this problem? I suppose I just need a better obj exporter. :/ tried using the riptide exporter for c4d objs and the errors are still there :(
i always export as obj. Yes what i wanted to do is export all subtools (with method 2) as a separate obj file, so i can than import it to blender separately to retopo it.
you can ignore that error also, the .3ds format is the worst format ever. Use .obj instead. Don't forget to select all verts and remove doubles after importing an .obj file though.
you probably don't have the OBJ exporter loaded up, it's off by default. Goto Window --> Settings/Preferences --> Plugin Manager and check "objExport.mll" in the list and that will allow you to select OBJ as an export option
why do you want it as one obj, it is much easier to manage sculpts in maya, or max as multiple objs. and what you could do is simply just join the subtools in zbrush first than export that.
Zbrush does export vertex colors in the OBJ file. I've used OBJ files with substance designer and Xnormal to bake vertex colors. Perhaps there's something you're missing when you setup the bakes in Toolbag?