It's been some time since I imported/exported stuff between Maya and Zbrush, but was your model divided into multiple subtools before exporting? If you want to import it as one mesh, try merging all subtools&polygroups.
So I'd just combine or group the objects and put on 1 uv island.... ok kool - cheers Zak appreciated very much :) what if i wanted it in a game engine? would i have to merge floating geometry?
Hi everyone! Thank you for all
your comments and feedback! I went with thumbnail 2 and 3 and merged them together. I still need to fix a
few things before jumping into colour, but here it is so far -
Could be a scale issue. ZB scale is a factor of 100 smaller than Max. Extremely large or tiny scenes can cause errors like this. Try merging to a fresh scene and immediately scale x100 and reset xform/collapse
Have you merged those parts together? And do they share the same smoothing groups? When you unwraped those parts you can wield them at the end, this doesnt affect the bake, but it can remove seams at such points.
MaterialX and ShaderX are now merged and much closer to a useable state. https://github.com/materialx/MaterialX/blob/master/documents/DeveloperGuide/ShaderGeneration.md One day i will be able to open a Shader in Unreal coming from Maya and it will work.
So I merged the legs and started working on the frontal protector but still just blocking it. Anyways, do the legs work properly for you guys? The first picture has some corrections I want to do. Thx man :)
I like it so far. I'd make the header larger, etc. I've actually been thinking of switching my portfolio over to something similar instead of having a site and a blog. Just merge it all into one thing.
Best would be in the engine itself. I don't use UDK enough to know, but should be some docs on it on their site. LOD-switching in Max is merely a preview to help you create the models, but it won't match the engine very well.
You don't necessarily need to merge your multiple objects in Mudbox, you could do it in Maya/Max/Blender, whatever you use. Just reduce them a bit if your computer cannot manage that much polygons.