Right now you can apply 1 material per object/mesh chunk, multiple chunks can be loaded per obj/fbx/etc file or you can load them through multiple files. Per face selection/matids are not yet supported but are on the todo list.
thank you Ben Apuna, .mesh showed properly, although the program was very unstable. nothing under "Chunks". .obj files were exported from xsi or 3ds, with the usual settings (one file, use normals, etc.) and were well behaved when reimported in other programs.
Thanks meat! Do you have a general run down of when you use a multi sub obj? i usually will apply one when I export the mesh and texture to UDK but I've never started one by loading the textures first. It's the same idea right haha
Base model then exported out of character creator as a .fbx file to generate the key we will need later to create and import custom clothing for it later. Character is opened in 3D xchange and then export the body as an .obj file so the base can be used as our model to create clothes on it in zbrush.
I'm not sure exactly what you mean, I tried hardening all edges that are the edges of UV islands if that's what you mean. I also noticed that when I export FBX, it hasn't been exporting the smoothing groups so I exported as OBJ and that works better.
hit ctrl or shift while switching the selection mode (not the modifier sub buttons, but the ones at the top of the modifier control): Ctrl and Shift are modifier keys and will convert the selection to either outline modes or selection mode to another one. Oh and "polygon-lines" = edges "poly sub-obj" = faces
After a ton of attempts I gave up on trying to polypaint the f'ing thing. I found that Mudbox has the same ability to bake tileable textures from objs and used that instead, seems to be working like a dream so far, due to the painting being based on the UVs and not polypaint.
You could paint on the highpoly in ZBrush, export that as a OBJ with included polypaint(vertex colors?). Then use xNormal's "Bake highpoly's vertex colors" feature. I've had some quite successful results with this when generating curvature data. Not from ZBrush's polypaint though. Might be worth looking into.
a beatyshot for the finished jacket i dont really know how to change the arms, looked at mine, and the're like a weird cylinder with hair edit: http://rapidshare.com/files/232630098/arm.obj.html its an obj file of the left arm, i hope this makes it easyer to crit them :D
This is very interesting. One note though : isn't it made barely usable by how slow the Blender OBJ and FBX exporters are ? Of course that's not a problem with your tool at all, but that can be a deal breaker for sure. Now if only TB3 could read .blend files or some open source equivalent exchange format ...