Go over to the thing called "Adaptive skin" And click on it. Set density to 1, and make adaptive skin then a new ztool will be in the menu. Click on it, and export that as an .obj and badaboom! Then you have it!
i know this problem too and had to work around with moving just the edges/faces instead of the vert. Maybe exporting/importing as obj (with uvs) could help but i'm not sure.
...confirmed...self illum is working correctly. It was something with the max scene..not sure what. Exported obj, saved mat. Started with a new scene imported and loaded up the shader and it worked....
after you subdivide , load the original obj file back in the bottom of the stack in zbrush. this pushes it back more to the original shape. or you could just hit 'subdivison cage'
so Autodesk to planning to replace Max with a strange Maya-Mudbox mutant hybrid. good news is they at least have 2 apps now that export objs properly. *snicker snicker* ^_^
Thank you very much for the help. I used a combination of both techniques, i imported the scene into a hidden layer and saved as an obj, then imported piece by piece, works great.
Poly cap is 65,000 now. And you CAN bake in Maya LT. The polycap is simply for EXPORTING via FBX or OBJ. Also turtle is highly robust baking tool that is included in Maya LT
it's probably happening during obj export rather than in 3d coat. That's the usual cause on our zbrush/Maya disasters check your export settings in both apps for anything that might do it.
wow this is amazing! Im not sure if you already said this or I missed it, but do you have to model to the actual size of the final toy or is it just a scaled size obj that the 3D printer reads?
i SET THe subtools to 1 subdivision and imported the newly uvmapped obj , for the circlet no problem , for the plaquering no problem but the frontal nose protection gets screwed up all the time and I dunno why :( ....