I just ran into a bit of a problem when exporting...it always exports a triangulated mesh?. Tried both editable mesh and poly, i have guruware installed (i even changed all settings to export as quads), exports fine when using guruware by itself. To bypass this problem i changed the import option "tri2quad" in zbrush. Any…
Are you working in Maya? If so, you can leave the triangulation to the fbx export (turn on "triangulation" in the export dialogue) and leave your source model in quads. I believe it uses Maya's triangulation method, which is to create the shortest edge possible to create triangles. Anyone exporting the skinned model as an…
heres my workflow usually. 1) realy basic shape modelled in max/maya. exported to zbrush (not unwrapped at all) 2) sculpt that simple shape into a highres. export highres 3) retopo highres in zbrush, export that as the low 4) unwrap the low you exported from zbrush 5) bake the high onto the low (outside of zbrush)
Well, There is specific file format that you can export from zbrush - GoZ. And it exports in secconds. It's why exchange between keyshot and zbrush is so damn fast. I know any bridge may use fbx import/export, but goz is something different. Even if it would take as long as importing FBX - exporting from ZBrush would be…
Hi dude, if you have some time i'd appreciate some answers regarding some stuff. 1.Did you made everything in maya and exported ? or you exported individual assets and placed them manually in cryengine ? 2.Did you exported the materials with all the textures from maya or did you exported materials and manually placed the…
Hi, After experimenting with the software I've come across an issue with may prove to be quite disruptive in my animation pipeline. I've noticed that the version of 3DExchange that has been supplied for the comp does not have an option to export to FBX. The only options that I can find are ones that export over to iClone 5…
Are you using the UED exporter or a generic *.ase exporter? You said Multi-Sub, which means 3DS Max. No clue how 3DS Max does the export for UED and what it requires. But get multiple materials on the mesh, or just separate the glass from the body in 3DS Max, then join them at export. Have not used 3DS Max since v6.
Hi I have a model subdivided into 4 pieces, I export all fine at highest subdivision to be able to import them into xnormal , but when I export the Blade ( part of a sword ) it says all time file succesfully saved , but it takes less than a second to save and shows no precomputing , the item is 9 subdivision levels and whe…
Hey all, I've been using this workflow to bake material IDs from ZBrush: Grabbing a subtool with Polygroups, going to Polypaint > Polypaint from Polygroups. Export to TB3 and bake vertex colors. Is there a faster way to do this? I was hoping to find a similar way to export polygroup information, e.g. when you export a…
Thanks, that's a great help. Initially I was not that convinced of inserting a gamma adjustment layer that might have to be enabled and disabled based on the situation, but after thinking bout it a bit more I think, the best approach might actually be to just leave the gamma adjustment permanently turned on in the PSD…