Did you export it straight from zbrush? For AO maps I usually have to import the mesh exported from zbrush into another 3d program, like 3ds max for example, and export it out of that for the AO map to work correctly. Maybe that could work for you as well?
Is there a way to export Wraith King items without using the Skeleton King slot? The tech requirements are different & I'm unable to export a LOD0 because it 'has too many tris' despite being 50 under the WK limit. Obviously can't do it manually because Modo SE doesn't let us do FBX exports. Thanks.
That's looking good! As Ashervalis said, there seems to be normals doing funny things. Maybe the smoothing groups got messed up on export. I am noticing some details that throw me off of the picture and telling me that this is somehow not a finished piece. 1- The roof looks very flat. Even though the real car has quite a…
i have an idea. export as an obj, then import into zbrush or mudbox, then export back out and import back into maya then re-export as an fbx. no idea if that will work, but i know for some bake errors I had to do that and it fixes those problems. it "might" fix this issue.
Are you using GoZ or manually exporting? Are you using Multimap Export or manually exporting? How many subtools do you have? Do you have any uvs on your subtools? Any more info might help diagnose your problem. Cheers
I did start in max, made my 'medium' poly featuring all the main shapes. Then did a zbrush pass. Exported both a high and low version from zbrush. Edited and optimized the low zbrush export and placed that into the high zbrush export. Bad method then?
I couldn't find a thread for this. I'm exporting multiple obj's from Zbrush and I'd like to retopo in 3D Coat. They export as individual obj's (files) but is there a way to export as 1 file, but keep the meshes separate like Zbrush does with sub tools? What is the basic workflow for Zbrush and 3D coat retopo? I appreciate…
Does anyone have a DDS exporter plugin that will allow you to keep layers when exporting a DDS from photoshop? The Nvidia one Im using requires me to flatten the image before exporting each time. I always step back up the history, which is doable obviously, but if I could skip this step with a properly featured plugin…
Hi! Took a look at the files and at the lowpoly exported from Painter and wrote down some thoughts (some not on issue): I think big part of the issue your describing is that the difference of the curvatures between high and low of the gorget is too great - but the highpoly would be best improved as well (see below). Low…
Unfortunately, this won't work with MODO, because it does not export the tangents to the FBX file. Something that has been requested for a long time, but import/export is not an area where MODO shines. Now that blender exports tangents, MODO is the only remaining app that I've used that cannot do this. Sad.