Right, but that's largely irrelevant though ... Once the OBJ/mesh is imported, one has to work with it :D Shaving off about 2 seconds of export time is not what's going to help with retopo.
Thanks Tea! I finally finished up this little pillar break down. Now let me pre-phrase this breakdown and say that this might not have been the best way of creating this asset. I learned some valuable lessons on this one. If I were to do this asset again I would make some adjustments. Figure 1-C was the biggest problem. Im…
Yes, I loaded it into substance painter, the model loaded and baked without any complaints. I tried to upload a file in OBJ format to Marmoset, but the problem did not solve.
Frog & Newt – Blender Artist Rev-Share Opportunity Starleap Media, LLC is in Month 1 of our cooperative indie studio Blender campaign, building Frog & Newt—a family-friendly 3D platformer filled with expressive puzzles, modular biomes, and heartfelt storytelling. This is a pre-funding, royalty-based opportunity for Blender…
I have a CAD mesh that I exported from MOI3D, and when I bring it into Marmoset it seems to have no shading problems which is nice. My problem is when I import that mesh and re-export it out I'll get certain issues that wasn't present before. The left is my re-exported version and the right is what directly came out of…
I've got quite simple issue there. My models can consist of hundreds of groups and separate meshes (instanced details, parts separated for convenience of editing and so on). The thing is, though, that I'd like my object to consist of a single mesh when I'm ready to use it in an engine. Unity is a particularly useful…
The support loops are there to improve the quality of the bake - they force projection angle to be perpendicular to the surface over the most of surface area (if I understood this explanation from EQ correctly): Believe me, I would love not to use any support loops like those - they are extremely irritating to deal with…
I've been trying additional stuff while waiting. I have discovered a couple of interesting things. OBJ is interesting to me because it specifically has the option to import as a single mesh at will (in addition to giving an option of importing as poly rather than just as a mesh). However I was having issue getting MatIDs…
This is the process I've been using for most of my stuff. I don't know if it's the best way to do things, but it's been working alright for me so far. Anyway, I usually start off VERY briefly in 3ds Max. I create extremely rudimentary, low-poly geometry made up of all quads so it will divide well in Zbrush. The above image…
Currently i am total noob on textures. I wanted to make sure that my pipeline is good and i can get result out of it. Plan was to create Sculpt (statue) and then build effect on to in in Houdini. I have used a bit Houdini before. What i have currently done is: sculpt in zbrush. When it is 100% done i will decimate it and…