Hi kio, thanks for your advice. First of all, using obj does not suit me. My current model has over 250 subtools and I wanted to retain their names for easy model navigation. While importing obj, it comes as single subtool and names are lost which is bad. But I followed your advice and tried to Convert everything to…
it's perfectly possible to slip in a new set of UVs while preserving sculpt, polypaint and layers in Z as long as the vertex order stays the same - but in my experience with max in it's a particular headache since it manages to mess it up all the time in the OBJ exporter. if you have access to maya or blender it's not even…
So, i am surprised I am having this issues as I have been using marmoset 1 and 2 for some time now. I have a mirrored asset that i baked out of xnormal to get the normal map. When I baked, I moved half the UVs 1 unit over. When I import my obj, I usually move the UVs back to being overlapping in marmoset. Then I click the…
Many thx fuz for your answers, but I am still confused about these:* How does each mode in 3D Coat affect my obj import? * Why should I import as surface model when I am trying to retopo? Why do some tutorials import obj as pixel paint model when they are trying to retopo? * Your 2nd answer talks about HOW TO "import as…
I was also thinking about how great an organic city - like a treehouse village or something would bennifit from instanced geometry placement in an engine like this! so I took a look on their forums; it looks like its not as easy as all that to get instanced geometry in the engine properly - CityEngineForumTopic apparently…
Hi! Had a look at the .obj in Blender and the material IDs were indeed not correct. Selected geometry by UVs and assigned materials according to texture sets (sent via DM). I don't know what your plan is with the asset, got to say I think it's pretty un-optimised (~1.7 million tris, some iffy UVs + wasted texture space).…
I wanted to share something I came across while looking at models and textures from Borderlands 2. There is a 3D model called WreckedVan that is used all over the game. It comes with a 2048 diffuse map and a second packed mask texture. The size might seem large for 2012 but given that it was standard practice to give…
Hi, I was wondering if anyone knew whether it was possible to quickly export a selected model to smd and avoid this pop up window; Also I'd like it to avoid the success confirmation window; What I want to do is have 1 script to instantly export with those default settings in that image, and have another script that will…
Hi, I'm new to the forum, but I've been using Zbrush for awhile. I've run into this before, and I can't figure it out. I made a fort building set. It's 6 pieces, and they have high frequency detail and textures on them. I make a UV map in UV Master. That's fine. I use multi-map exporter. I get my Normal Maps and my Bump…
Crossposting from ZBrush Central, c'mon Polycount, show me your moves! I can't be the only person who's noticed that Zbrush has some real issues with scale. When made at default unreal scale (16 maya cm = 1 unreal foot) my models are enormous in zbrush. This wouldn't be a problem, except that so many of zbrush's tools are…