Like Rhinokey says mirrored UVs aren't a problem as long as your normal map UV seam is vertical, and you have a proper light map UV set applied, and the static mesh has it's lighting baked. Sometimes it also helps to merge the mirrored UVs in the light map UV set so they form a continuous shell and sometimes you need to…
Have you tried editing existing topology by exporting the low poly mesh and than exporting it to the program, than decimating the high and exporting that? Use layers. According to the reviews, Zbrush Topology tool sucks. Should you attempt this method that I suggested, save a duplicate file before following it through. Oh…
just curious how often anyone gets a normal, AO, height map etc.. that doesn't require any touch ups, and when you do touch up, where do you draw the line between a complete re-render and trying to save it in ps?
i ran across some sweet vids that gave me a good laugh. thought id share. hope this isnt a repost =) the yelling is my personal fav part http://www.youtube.com/watch?v=JzqumbhfxRo and a beat box one. http://www.youtube.com/watch?v=o9698TqtY4A
For low poly stuff, manual vertex editing and often editing their normal vectors directly for troublemakers. For high poly hard surface stuff in Zbrush I tend to do it with booleans and dynamesh to avoid topology issues entirely.
I am using 3ds max 2016. 1. When I'm using the uvw editor and I selected 2 faces within the editor is there a script that will automatically overlap those 2 selections for me? Right now I have to individually overlap one over the other.