I tried in 3dcoat as well. The odd thing is i've tried opening the files at school, and i had the same issue with maya crashing. Maybe its an exporting issue with zbrush to obj? I mean, it's working okay, now, just really really slow.
It's most probably because Autodesk are messing up their FBX export (like a broken record, huh?). that and OBJ is an old, limited format so you shouldn't rely on it much. Try Collada/DAE, it works better for me. have not tried Marmoset yet though.
I'm not sure what tangent space Zbrush bakes with. I don't think Zbrush supports exporting the tangents either (OBJ format doesn't support tangents). So UE4 probably can't import the tangents from Zbrush. I'd suggest baking in Xnormal.
ok , i found out exporting as fbx is better than obj , when exporting high poly meshes with polypaint data and also other datas like names groups etc . so when exporting high meshes for baking this is good . it worked for me .
Thanks but it's not helping. Turned on backface cull and it just looks the same as it does in 3D max (correct). I added a normal mod and flipped, re exported but it appeared exactly the same. These are my obj settings, tried changing one or two of the prefs but still no luck.
Yeah, it's a super useful feature that, as far as I know, only Max has. I'm not sure why other programs don't support that. I know you can export an obj or fbx with material-IDs out of Max, so it sounds pretty simple.
this discouraged me as well when i was setting up hot keys, is there anyway to get the current sub object state through max script? if so you could set up an if else statement to check the sub obj mode then use the appropriate connect.
Try resetting the xforms too, uv's are affected by transforms. I had this happen when I was first starting out in Max, I can't remember exactly what the reason was. You could try exporting out as obj and importing it back in to see if that fixes it.
Is Polycruncher a mesh optimizing/decimating plug-in? If that's what you need, give Meshlab http://meshlab.sourceforge.net/ a go which is a free stand-alone program you can import and export .obj files from. I find it does the deed well with most stuff.
run through all the common fixes here: freeze transforms, delete history, weld verts, smoothing groups, delete and recreate problem edge, export to obj > import > smooth past those, it's been a while since I worked directly in maya, not sure.