It was normals and smoothing options. Sorry man. For fbx it was 'tangents and binormals' For obj it was a combination of 'smoothing' and 'normals' with 'smoothing' off and 'normals' on, it seemed to fix it. i feel like such a big fool
All done even tried .obj, I want to be able to rotate the eyes of my character in MTB rather then in Maya before export but the offset is KIIILLLLing. Can't figure out.
Did you save it as an FBX or OBJ or something? Then it'll be the same as if you had collapsed it, yeah. Even so, there are programs than can reconstruct your low poly mesh :)
Hello, thank you for your help. I tried you adivces and the problem lay by FBX! As i imported it as OBJ it WORKED! Good to know for future work. Thanks a lot!
I got it to work, something weird happens with the scale if I export as an obj instead of an fbx from maya to zbrush. If I keep everything as an fbx it seems to work for now.
And here I thought this thread was going to be someone complaining about Maya 2012 spitting out "heavy .mtl" files (like, more kilobytes than they ought to be?) on the export of an .obj......
Why do the models 'have' to be completed through Maya? I would assume the resulting .obj / .fbx or even an .ma / .mb file created after the fact would suffice.
Does .FBX retain each objects pivot point? When I've exported as .OBJ the pivot for the object isn't retained. It simply uses the centre of the world as the pivot point. :X
Sorry for the late response. D: Sure, I'd love to rig one of your characters! Just send me the .obj file with the textures when you are finished to roxanne.goodcell.art@gmail.com.
mudbox is not backwards compatible... also SAP versions are breaking files... i recommend to export obj files and unsubdivide them in a newer version... but you will loose all your layers...