@TypicalMale To elaborate, I'm only curious because at a glance your topology in my opinion had indicated either 'high flow' (high to low) or probable midpoly (hybrid trim sheets) baking methodology and as an aside personal preference nowadays I tend to lean toward the latter, when generating mostly static large scale HS…
Gibby1995 maybe try to bake you normals with .obj files. i often got baking problems with unsing .fbx files. Klawd , I still have problems with my hologram ... thats my result
possible your ram might be faulty, causing corrupt saves? run memtest possible workaround for saving, export the highest res sculpt as an obj, and then load and reconstruct subdiv when you want to start again
Bilingual: English and French Read Spanish pretty well, as well as most Latin based languages. Objective-C, Javascript, PHP and C#. They all look the same after a while - apart from Obj-c.
small update. - minor fixes with english language, but although it is unlikely to become better - added few pictures - in readme.txt added description of how to fix lost *.obj files in TestMap.hip, for people who are not familiar with Houdini.
The problem i get is all that shows up is a blue canvas. I don't normaly bake out of zbrush. It would be nice to not have to mess with an obj in Xnormal and just bake all the necessary maps in Zbrush.
6.985.917 triangles so far xD . Ofcourse under UDK almost everything is instanced :] and with LOD's. Just exported whole map to obj and importet it to maya to see the numbers :] . If there's another method or something please share :] .
Great it works. Yes, export is not implemented yet. There will be an obj export for the mesh (smooth or cube). My main focus is first to make the handling easy and intuitive - yet it should be possible to construct accurate 3d models.
I have Maya 2016 and added your OBJ to my Maya, smoothing is fine ... nothing wrong .. I own MAYA Full, so not sure, may be a bug with Maya 2018, or something else going on..
When you're importing and exporting an obj file in Max, there's a "Vertex Scale" parameter that will automatically scale it up or down on import/export. Use that so you don't have to scale it up and down manually in the scene.