Hey guys im having a hard time hoping you can help me out. Im building an environment which is going in unreal. Im currently building an archway. I have a very basic mesh in max which i will import into zbrush detail then bring back into max. My question is, after watching the pillar dvd by eat3d what is the bext way to…
Z is a set of tools for simultaneous modeling in Houdini and ZBrush. Import and export of the geometry occurs automatically when you switch between ZBrush and Houdini windows. You don't need to worry about the files in which the geometry is stored. An example of modeling in both programs at same time: 1. Create a model in…
hello everyone, i'm new to UE4, currently having export-import problems from Maya 2014 to UE4: in Maya, the character geometry isn't a single mesh geo, but consists of lots of geo fragments like this hierarchy: * Geo_Mesh_group * geo_group01 * geo01a * geo01b * geo02 * geo03 * geo04 * geo_group02 * 80 geos * geo05 * geo06…
Affinity Photo is neat but some stuff which 3D Artists tend to do or use are currently not possible; * no option for exporting 4 channel packed images. - Channel shuffle 0$ helps packing images into one file. * TGA and ico file export are so far missing. * There is no Quixel support available nor plugin compatibility. * If…
Been working on the color for this guy. I'm not sure if these will be the final colors for this guy; I'm going to try a number of schemes once I've got him more finished. He looks kind of flat right now, but I'm hoping that the spec map will help fix that. I'm also going to get rid of the suspenders pouches and replace…
Most of my tests stayed symmetrical throughout, there was the case where I created a cube with sub divisions where it would not be symmetrical (triangle wise) at first, but as soon as I start moving verts but keeing it symmetrical the invisible edges would become symmetrical, on the non planar edges. So then I tried…
I've got a couple perception neuron systems and have worked out a solid pipeline of getting data out of it and into unity. Maybe some of what I have to say will help you. First avoid FBX right now. The neuron axis software exports a severely flawed skeleton if you use fbx, it's very asymmetrical and those assymetries will…
The (advertising) company I'm at has had me using it the past 2 years. For most modeling tools and general CG it's a great package with awesome rendering capabilities. On the flip side, the material system and everything in between is a big headache when bringing it into Unity or other 3D packages (UV data corruption /…
Hello Pain , it is possible but I would not recommend it thou because its easily going messy. To do it directly from ZBrush to Substance Painter; go to Zplugin; go to FBX ExportImport select Visible or ALL click on Export. Now your Subtools will each have their own TextureSets. If you have a couple Polygroups on a Subtool…
It looks like all your normals are hardened. Make sure that your normals are exported properly from your 3d program for both the low and high poly, (max and maya have 'export normals' as a checkbox in the export dialog), and that you have checked the proper box in xNormal to use the normals contained in the obj. Also, view…