Hi, Whenever i choose to use FBX (as in your mesh preperation Video) its offset in DDO. It no longer is at 0,0,0 but somewhat offaxis, anyone has the same experience ? OBJ works btw. and tested FBX 2013/14/15/16
there is a weird symmetry sim on my model in marmoset and it's not disappearing :( it appears when I put normals map on it, but this normals map worked fine on both 3ds max and substance painter. I have tried to exprt this as .obj and .fbx with triangulate and tangent option
Hi There,This is the first time this has happened, I have exported a mesh to be textured with Quixel Suite2, using CS5, I have used .OBJ and .FBX formats.And in both cases I can not see the mesh at all. Thanks
OK. i really want to try poops method of getting high poly models into max from zbrush. however...when i get to subD6 in zbrush...and try to export as obj...i always get this "insufficient memory" before the export completes. anybody? anybody?
Were you able to figure this out? There seems to be a cut between the faces. Not sure how you modeled that, but if you want, you can send me the file and I'll take a look at it better. Send it as an obj please.
O...my. I just figured how to link my images. So here they are.. http://imageshack.us/g/843/alt03.jpg/ wish i knew how to link my obj file format as well
btw, the Senosoft browser is looking better and better. He added a hotkey for cycling the channels (rgb, r, g, b, alpha), thumbnail support for Max files, and it also shows shaded/wireframe previews for OBJs and the like.
I think the issue is Mudbox, just to confirm maybe do a automated unwrap of the same model and export again to see if mudbox likes it. If it fails yet again try exporting with a different file format (obj, fbx,...)
Zbrush doesn't use smoothing groups or cages. Personally I recommend baking in a program like xnormal instead. Also if that's Marmoset, you'd be better off importing an FBX into it rather than an obj that zbrush spits out.
I would still like to know more about these issues if anyone has answers but I exported the mesh as an obj and imported it back into a new scene effectively centering the pivot point and combining the hierarchy as a quick fix.