I love max, always have, but they could kill it off, and I'm not sure it would make all that much of a difference. One can just use the last version and its poly tools will still be intact for as long as the internet exists and you can export OBJs/FBX to do the only thing max is the best at, polymodeling.
I also have had this problem and it drives me fucking nuts and made me do things in a very roundabout way. It has stopped happening, but I think what I would do would be to save that obj as a separate tool, reboot Zbrush, open the tool and Dynamesh it, and then add it to my sculpt. Super annoying.
I subdivided the model again, and the noise applies perfectly now. Not only that, but exporting the .obj and baking the normal map on xNormal works fine as well. I have some normal map errors, but I should be able to solve that issue on my own. Thanks for helping a noob out, and I'll post if anything else comes up.
I guess you export the cgfs out of the editor as obj? If so, you dont get the object pivot - its a major pain in the ass and hopefully get changed in the future. Our pivots are mostly in the middle of the object. And you are right, we dont have so much modular stuff - in C3 its alot of unique pieces.
For baking, you only need a UV on the lowpoly. If you did any polypainting in Zbrush, that's actually stored in Zbrush as vertex colors, so it doesn't need UVs at all. You can bake this to your lowpoly UVs using a tool like Xnormal, which can understand vertex color saved from Zbrush in a OBJ file.
I tired to to open your low poly file in maya to check your geometry but there is an error (" OBJ file line 8627: index out of range for face creation."). Can you export an fbx file ? Also I think you have an ngon of an UV problem, because in Marmoset I get a strange face artefact :
The picture at the top of the thread is low poly, unless you mean you want the .obj Yes the high poly and low poly both have correct normals Is it possible the uv normals could be flipped? If so how can i see? Im using max Found the select inverted faces command, no faces are inverted.
thanks for trying to help, I eventually figured out what it was, my fbx export was doing something wierd that 3d coat didnt like so I exported as obj and it all worked. Anyway these might be the final renders of her fully textured. Unless I decide to pose her with the glass daggers....hmmmm tempting :) .
ok I got fustrated went back to a save file that didnt have the CTRL+ Z issue exported all my low polys out as OBJ files and one by one imported them all back into the copy and now I can work at a decent speed again. Still uber stupid what happened with it
Hi sage, Depending on what app your using Maya or max, i would take a plane with a bunch of divisions and use the deformer tool to raise and lower the landscape. Or maybe open up something like Unrealed and play with those terrain tools. good thing about unrealed is that you can export the terrain as obj.