@Throttlekitty - there is no automated process for dropping the obj and tbmat that is something you always need to do yourself. Is there something apart from this that is not working? :) @Shanteez - A lot more cross app info is coming soon!
Just export your mesh (with all the bricks) in one obj. Once in ZBrush, use the ctrl+shift click to isolate the brick you want to sculpt ;) . ctrl+shift click to "unhide all".
Strange... i never had to collapse my stack to export the high poly. Are you exporting it as .obj or .fbx? I'm sure that the FBX exporter tessellates the model when there is a turbosmooth modifier on top.
I've tried all mirroring methods and still get the issue. Just curious, what options should be checked when exporting an obj? Just to make sure I'm doing that right also.
ctrlZ could you provide an OBJ that includes the low and high poly? I'm curious to see if it's a Max version specific thing. I tried previewing it in the Unreal Engine and it STILL happens, by the way.
sanfu: the jaw needs some work, i would move it back closer in line with the front of the ear. as far as getting it into mudbox, just make sure your mesh is in all quads, save as .obj and import
Great start! I also once developed a raytracer, and yes, it's a great way to learn how to code. Does it render only spheres? Or can you load OBJ models? Are you planning to support textures?
Sketchfab uses materials, just assign 4 materials (one for each uv group) in max and export as obj with materials, that worked for me. edit: rereading the thread I have a feeling I missed the point
Reset Xform is likely what fixed it. That's what popped into my head, reading the first post. I've not had any problems in Xnormal using Editable Poly for the low and its cage, either OBJs or FBXs.