Hey guys. So I just got done modeling my first character in zbrush (4R2). In the end it topped out at like 21 mil points with 80 subtools. My next step was to decimate it so that I could bring it into Maya but I keep running into problems. First error I got was that I would click pre-process all and it would say that I…
First off, as a disclaimer, I've tried Autodesk support. They told me to dl a service pack. I have the student version of Max 2012. I call this glitch "the samsquanch" because it appears randomly, and is really difficult to notice. Notice first how this screenshot looks pretty much normal. Nothing wrong with the viewport…
So I've been using the Suite for my portfolio work without much issue until I upgraded to Windows 10. After doing so Photoshop wouldn't start - I ended up having to reinstall one of the visual c++ offerings from Microsoft to fix that. This after uninstalling and reinstalling both Photoshop and the suite. Now, both start up…
if the error is already baked into the textures you exported you're probably just going to have to paint the seams out unless you have the older version somewhere. I'd recommend using the diffusion option for padding as a rule in future - its very rarely the wrong option the reason it doesn't show in painter is that it…
That's great to know that the format works fine! Thanks so much. You got it properly. I'm not 100% sure. There should be some reason they didn't disable Static option in instances component? But it's contrary to the very idea. That's what I'm thinking: - Instances can move even if marked as static. That's surely an…
@ mazz423 - I doubled checked the meshes and the cage. Everything looks good. I've already got an additional loop running through the area to give some support, but no change. :( @ dudealan2001 - I chalked this up to a display issue at first. That would have been nice, but I am getting the same error in Marmoset &…
I would post this on the Unreal 4 Forum and submit the project to an Unreal 4 Engineer that can review it. From what I can see I would disable G-Buffer in the Rendering Section, and work through every warning that only appears after the switch the Forward Rendering. Also you enable debug symbols so you can get error codes.…
macroscript CleanRemovecategory:"miauu"tooltip:"As default max Ctrl+Backspace"buttonText:"Clean Remove"( if selection.count ==1 and classof selection[1] == Editable_Poly then ( local currObj = $ if subobjectlevel==1 then ( vertSel01 = polyop.getVertSelection currObj currObj.EditablePoly.ConvertSelectionToBorder #Vertex…
Triangulate BEFORE you bake and export that exact triangulated model to your engine of choice. When you get "x" shaped shading errors, that usually means the program you baked in auto-triangulated the quads differently then the engine in which you displayed it. Making the normals throw up on each other. Those issues in…
Hi guys, I think I do find a culprit that causing the shading error. At first I can't find any google answer is because I simply search the wrong term. The problem not lies on how the new OCIO works, but more to how normal map in general works. So in short, yes the color information needs to be gamma corrected with the…