@SeveredSon: Thanks for the tipp. Its not really night, more like overcast weather which causes the "darkness". I definatley apply your tipp! @leluxart: Thank you, I'll definatley come to that rolled away debris when I finish that part! For the fire, I used exactley this tut. :D I have no idea why it looks so repetetive…
-First the creasing on the zoomed in portion of the first picture in my second post. -The seam line along the side of the crossguard in the same pic. Thats two UV islands joining there. I exported the LP with 1 smoothing group using the settings according to UE4 documentation, like in the screenshot in my first post (…
This is a Zbrush problem as old as the hills. Zbrush isn't a true 3D environment and uses its own native scale that has no real relation to real-world scale. The Unify 'bounding box' is 2 ZB units - which is the equivalent to 1cm in Maya. If you create any ZB primitive and go to Geometry>Size you can see that. This is the…
This a thousand times. Since that's your only layer, as far as the exporters are concerned the transparent areas have nothing, so how would it know what color to fill the rbg portion with? White just happens to be what Photoshop does, maybe some programs fill with black, etc. But the way to fix this is hilariously easy.…
-Export your hipoly/s from zBrush to your hard disk/a disk. If you want you can polypaint it/them beforehand and that will give you a color map when you tick that option in xNormal/Maya baking (all 3d apps can bake maps but xNormal is straight forward, maybe Maya too I dont know). -Decimate a copiy of the highpoly/s…
You'd have to export using the RMA-packed UE4 profile in DDO, or manually combine the maps with the regular UE4 export. I prefer manually doing it. I've noticed compression artifacts in the RMA-packed export and prefer to avoid that.
So, regarding exporting OBJs/FBXs of the high poly meshes from Zbrush: what do I do to make sure the specific subtool I'm trying to export gets exported with the appropriate name I gave it IN Zbrush?
Wow, what a long title... So I'm making an exploded mesh for baking in xNormal, with the method of pulling elements apart in an animation, by either: *Moving whole objects. My hi-poly is separated into objects and uses this method. *Moving elements and giving them a shape key, then animating the value. I did this with my…
Hey there. So I'm running into an issue where I'm attempting to ready a mesh made with Maya 2013 and ZBrush 4R3 with simple animation for an OpenGL iPad app. The programmer who is helping with the project uses PVRGeoPOD ( http://www.imgtec.com/powervr/insider/powervr-pvrgeopod.asp ) for exporting our mesh into .POD format…
*Edit* Think I solved it. Very strange and picky, not sure if it's because I'm using the steam download of the editor. The official documentation does not go at all where to put your objects, but they are suppose to magically appear.. not the case for me. I grabbed Crysis off Steam recently, installed the latest Crysis…