You can export several meshes in a single .obj (just make sure you have them all selected if you use "export selected") -- zbrush will then take each object and make it its own polygroup. No need to combine them before exporting.
Hi! Converting heightmap to AO is possible in NDO! Just plug your heightmap in to the converter, select Heightmap on the left hand side, and select AO on the right hand side and you should be good to go! Let me know if you need more info!
I would try something like this: - Use a texture baking tool to bake ambient occlusion to the vertex colors. - Select all vertices that are black. - Invert the selection and grow it once (so we don't delete faces that have one black vertex). - Delete.
Cleanup doesn't lie, so there's something wrong with whatever it has selected. Perhaps there are stacked vertices. Selecting the verts in the affected area and doing Edit Mesh > Merge (assuming Maya here) should resolve such a problem. Run another cleanup afterward to make sure.
Select them all and Middle-Mouse-Button drag them into work area You can also use most obvious one " Add selected to Graph" which is there as icon and in the Graph menu. Once there you can use "Show Input and output connections".
I solved the problem. Select the hair mesh> unbind skin > while hair is selected> mesh display > average > edit >delete by type > history > bind skin for hair. This worked. Same solution of average normal's but without delete history part didn't worked.
It looks like you painted some matcap on the character. So if you switch to another matcap it displays both. It's easy to fix. At the top of the screen, select just the M mode (not Mrgb!) and click Color > Fill object. It will fil the selected subtool with the current matcap.
The shells that are distorting are inverted and its attempting to flip them over as it relaxes. In the UV editor if you go poly mode > Main Menu > Select > Select Inverted it will highlight the shells that need to be flipped. You can then use the Mirror tool to flip those shells.
Have you tried selecting an object, and using Orbit Selected? There's also sub-object mode. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-6DA741AB-9941-4957-903A-4B998C1C65E7.htm,topicNumber=d30e560456
Easy to do with snaps... Lock the selection. Turn on Snaps, enable Vertex snap. Move snap cursor overtop one of the vertices inward from the selected edge, shift-drag outward towards the next vertex until the snap grabs it. edit... here's a GIF