Here is a tutorial for turning fibermesh hair into renderable hair in maya (or any other package), without converting it into a system. EDIT: It can be found on this page too as well: http://www.yurialexander.com/charactersmain/fibermeshmaya-tutorial/ Hopefully this is useful to someone:…
My latest approach to baking better and cleaner maps (especially normal maps). Credits go to both Prophet9 and Nannou for sharing their knowledge with me. Note: This is based on 3DS Max. Sorry maya/Blender/Modo users. Though I guess someone can pick up something useful from this. Previously, I used to make cages from base…
The mesh is busted in some way. Do you get any warnings in the painter log on import? You can try these things... export the mesh from painter, import it back to max and take a look at it, if it's broken you will be able to identify the problem areas Otherwise..... Reset xforms Use an edit normal modifier to reset all your…
Hey guys, I have tried to export simple model from marmoset to a wordpress website. I got some textures applied to model, including normal map. It looks like this inside marmoset. This basically creates foam like material. Now, when I export this into .mview file and upload it to wordpress marmoset viewer, I get this: For…
Huh? Is there a guide I can read on smoothing edges. I didnt know you dont smooth when the edges are >90 degrees. And yes I exported with the crytiff plugin and correct preset. Actually I just did an -> average normals, on certain faces and exported that into ce3. It seems only soften edge or harden edge works in ce3…
Does your LP and HP line up in 3D space? You can check in xNormal by using the 3D Viewer under Tools. Are you using a cage? You might also want to export the LP from inside ZBrush rather than from Blender. After multiple subdivisions and sculpting, the LP tends to change shape slightly. Just go back to SDiv 1 and export…
Had some trouble with exporting out the reverse history from zbrush. It also didn't do it for each subtool although I do like the speed of it much better. The big problem is that is says that I need quicktime for the mov files to export. Hate quicktime since it has that annoying update/itunes thing that pops every few…
Isn't that an issue with baking? xNormal sometimes does this. Does it work in other engines? Is it visible in baked map? If not, changing export settings, or exporting different format (.obj, .fbx) usually helps. You can also bake Object space and then convert it to tangent space and that seems to get rid of that issue as…
When you export the OBJ file from zbrush it should say "exporting OBJ with polypaint" at the top of the screen. This is where the colors in substance painter comes from. Also when you bake maps in substance painter click on the map called ID in the baker dialog. This should have two drop downs. The top one should be set…
vtools works fine with cs5 64bit and 32bit. @FelixSchl got a feature you missed that should be there, post export commands with wildcards, would be especially useful when working with a engine like source, since you could export out hte maps, than run a tool on the output to convert to tga to vtf. or even basic commands…