Howdy, Love crazy bump, but notice in the preview onto an obj you can choose to see it with a parallax map or not... yet where is this map to export? I know its a simple height, so is it using the occlusion as the map or whats going on? How do I get it out of Crazy bump? Thanks
Hey guys, does anyone know why when i import my mesh into marmoset there are massive holes in certain areas? I've checked the obj in both Maya and Zbrush and it looks fine in both. The normal's are all facing the right way and i cant work out the problem... Thanks
When I try to bake ID map in Substance Painter it goes out completely black. I tried obj and FBX formats. I tried detaching all polygons with different material ID's to different objects. All this in 3ds max. The rest of the maps (normal, cavity, AO) are baked properly.
Detailed and realistic model of a toy train made exclusively in Blender. The model consists of three different parts, one for each wagon. You can find it in three different formats : Blend, FBX and OBJ. http://www.turbosquid.com/FullPreview/Index.cfm/ID/1030213 I hope you like it. Thank you very much !! :)
HI, I'm just learing 3D mode in photoshop. I discovered that I can paint my 3d model, imported from *.OBJ file, but how can I export painted texture? I find only 1 way, but it saves always in 1024x1024 ;/
Hi Pior and MikeF, Thank you for your questions. :) Here I'll try to answer them the best I can. (The upcoming video tutorials from the list, may also help in answering them.) iClone5 is a real-time 3D animation tool that allows users to easily create facial and body animations in minutes. Real-time meaning that you see…
Yes I have tried that method, I inverted in Photoshop, even created a material in UDK and manually inverted with the one minus expressions, and have also baked my normal map with y- in the end I am getting same results. Okay guys, this might be my last post (I promise)depending on if I find a solution in the next 16 hrs or…
Simple to fix with export settings from Zbrush. Turn off this button : In fact, also turn off "Txr" and "Mrg" unless you specifically want to export your highpoly with texture and UVs. It makes the export faster and the obj file lighter.
you can also decimate your model before exporting as obj. it'll cut the polycount tremendously and you won't really see any difference in quality (sometimes up to 3-4 decimation operations) it's under zplugin > decimation master.
Yes, the export from Max pipeline issue is what really killed it for me too. Hopefully the next version will import OBJ, FBX, COLLADA, along with standard image formats directly. That way people aren't bound to any specific software.