Okay, final update. I managed to fix it. I used an old file, and I didn't have to actually apply the mirror modifier. However, there was a layer for the High Poly and Low Poly. I deleted the High Poly layer and thus the High Poly itself, and only had the Low Poly on its own in an .obj file. I believe a .blend file would…
It would just consider it as polypaint, or whatever the UV layout looks like in the UV editor. Zbrush has a very basic OBJ exporter, so it's not going to be able to do anything too fancy on a single mesh (no multiple UV sets, no vertex normals, etc). I'd recommend having some other program act as a bridge between zbrush…
Okay so I redid the baking part in xNormal using a HP, LP and a cage. I also skipped triangulating my OBJ-exported mesh for DDO and also discarded my "smoothing-group attempts", this all resulted in a better looking texture but I am still concerned about how DDO is applying the texture, shouldn't all edges be treated the…
what you are doing should work. A thing you could try is to leave the two UVW modifiers on there when you go to export. You could also try importing individual map channels using OBJ. Or try FBX. What do the broken UVs look like in UDK? UDK doesn't display UVs greater than 0-1 properly but they're still there.
My hand painted textures are not as good as some of the people around here... but I am trying. Here is where I am at. I am almost done. Need to really finish the 2 ends and then do specular maps for everything. I am aware of the hole in my model near the left side... something to do with my export settings on my obj. It is…
@pangahas Actually, I intend to use xNormal for baking the poly paint info. Polypaint is actually vertex coloring, which can be stored in the exported .OBJ. xNormal can be set to acknowledge vert colors when projecting a map, transferring the one to the other. I may be able to give a better description here in a bit once…
Hi. Maybe 3D-Coat is reading different UV sets based on the materials of your mesh. So... a couple of things: - press "wireframe" to enlighten the actual UVs that are detected from the software; - verify from the dropdown menu how many UV sets 3D-Coat is taking in consideration. If that was the case (multiple UV sets), try…
Ensure that your model uses the same mesh group names as the DDO project itself, e.g. the meshes within the exported OBJ/FBX match the naming convention used by DDO. If you have a project with a mesh group named Box001, DDO creates PSDs called Box001 [TextureType].PSD. If renaming and reimporting into 3DO's Import tab…
It is still something I wonder about and I do have legal licenses of my software. And if someone is starting up a studio and all they receive is .fbx and .obj files how can they tell they aren't being screwed. Even with a liability clause in the contract it will still be a hassle to go through because your company is going…
Oh and in regards to the shader, you can atleast for now, get a free 30 day trial of marmoset toolbag (http://www.8monkeylabs.com/toolbag/store), export your model as an obj from modo, import it into toolbag along with your texture maps and have a play around. Just don't go bonkers with effects!! And Xoliul what eat3d…