So I checked the tile by dropping to canvas and using the (~) seems fine, no seams. So it's to do with the export process. I am rendering it on best settings (whether i need to modify the lighting or shadows or something i don't know) then hitting document >export .. If there is a better way of doing this please tell.…
assuming this is for a game engine. You can offset an entire animation curve in which case you should set the curve to loop pre and post infinity (beyond first and last frame). offset the curve but don't adjust the playback range. When you export keys will be baked for the playback range and keys outside will not be…
Have you tried reimporting the highres geometry into max to check if it exports correct? Another thing worth trying: Collapse all your modifiers before you export. I haven´t used max for years but I remember that you had to turn off "isoline display" for the turbosmooth-modifier to collapse correctly.
If you are using quixel to do the texturing, why don't you just combine the channels in photoshop manually? Otherwise if you are insistent on doing this within painter, just import the maps and create a custom export like they have done. This video goes over the basics of creating a new export preset if you are unfamiliar…
when this happens to me it's always because of vertex normals. usually a case of forgetting to triangulate before export or triangulation changing between bake export and animation mesh. e.g. if you originally bake to triangulated OBJ but hand off a quad mesh in whatever format, it's going to trigger a reevaluation of…
I have problem with this pipeline. At the very end my exported normal map has weird gradients, terraces...why? how to fix it? I don't need 16bits for a normal map, right?! Here is one of the channels with high contrast, so you could see it clearly: original nrm and exported from painter:
For number 2, I find is best to keep the normals inverted (which zbrush does on default when exporting) when you import into you your program (I use xsi in this case)and export back out to ZB. Kinda sucks that ZB3 is so nitpicky on re-importing a sub-d comapred to ZB2.5
The cage that Transfer Maps can have its vertices tweaked, history and transforms cleared, exported to xNormal, and used as a cage just as in Maya. Same deal with the keyframe-explode method, just export everything all blowed up and go! Have you solved the wonkyness in the AO yet? I'm curious about this.
This is what I think's happening too. Did you follow a tutorial where someone told you to use the export function rather than save as a .max ? Exporting is fine when your model is finished of course :) If you are saving normally then it's very weird that it's doing that, modifiers should save with the max scene :)
@Vailias I'm doing it in xnormal and I cant seem to figure out how to export it as a 16bit! Is there any way to export it as a grayscale 16 bit out of xnormal? I tried creating the height map is zbrush and everything is black, just black with one white thin edge to the extreme right of the height map.