Hey guys, I'm using the 'enhanced PiplineIO menu' from Smoluck, but having some issues with it. Was wondering maybe someone got any idea how to fix this issue? When exporting the low poly as FBX or OBJ it shrinks down the object tremendously, therefor I can't bake in xNormal. The big cube is the original (or high poly if…
No, in max the Y vector is just flipped. The relationship between the vector stored in the normalmap and the tangent-space basis is the same as it would be if you baked in any other program. What you're talking about, is that 3dsmax has a different algorithm for generating the tangent/binormal for each vertex than many…
Right on, everything rendered now. For some reason the max ase export issue was caused by some layer exeption, with everything merged down it exported just fine. Also, the reason why I couldn't do everything in Zbrush and had to use max is that I needed exported ase to use with the renderbump commandline renderer inside…
Daz: Tried turning on the "Cage" option and exporting a mid-level control mesh from Zbrush, apply sub-d smoothing to that in Maya, and render out a greyscale bumpmap from Zbrush to apply to the smoothed mesh in Maya? Basically if your highest SDiv Level in ZBrush is 6, do this: - SDiv 3/4 with Cage enabled, export as OBJ.…
What I'm trying to do is build the low-poly mesh in Blender by just blocking out the outline of it, then exporting it as a .obj for Substance and ZBrush. I also triangulate it pre-export which I'm not too sure on, and I'm not sure if I should be making an ID map in Blender and if I should do materials in Blender. I…
Thank you for the idea JamesWild, but this is not a solution for the case of mine. I am not worried about doing the packing and unwrap in 3d max, I know how to do a proper one, using texel density with textools and pack afterwards, you can get a good UV for lightmap. Anyway I know the lightmap unwrap option in Blender and…
I did freeze all transforms on my low poly in maya before I exported it. Im wondering if the issue is my high poly? Because im exporting the high poly obj straight out zbrush with a poly paint layer. I cant see why it would be a problem though because when I decimate the mesh in zbrush and bring it into maya to make my low…
One thing you can try is to use Batch Bake and bake the AO to vertex color, and then use Paint Vertex Color Tool to export the vertex colors as a texture map. Baking to vertex color is super fast even when you use 256 rays, but you may need to add some geometry to your model. You can set the Paint Vertex Color Tool to…
ok thanks for the replies. I was polypainting with zbrush and i came across a problem. My models are mostly made up of many different pieces ( as most models are), but have been uv mapped onto a single map. when i hit export map in zbrush, it only exports the map of the one sub tool that i have currently selected. Then…
Thanks for the great responses, Consider this glass cottage thingy: http://www.asaltulis.com/wp-content/uploads/2009/08/Small-Glass-Cottage-Watervilla-Kortenhoef1.jpg And that house: http://www.facebook.com/photo.php?fbid=174268699298142&set=a.174268695964809.43139.100001450393875&type=1&theater The first pic is likely…