ok so I figured out a solution myself. ...I think. so back to my original question, basically in maya I did a smooth on my mesh, with lowest settings, then export that for zbrush. Then in zbrush I replace the second subdivision level using a project all with the maya export and that seems to work out fine so far.
Nice linking to the page thread creator >.> here is the changelog https://www.adobe.com/products/photoshop/features.html Edit: this is amazing New image exporting features, finally https://helpx.adobe.com/photoshop/how-to/export-image-web.html Stacking layer styles, oh man finally you can now also generate normal maps /…
Hey everyone, I've been working on this export script to speed up sending models from Maya to Marmoset Toolbag. I've updated the script to include hardening all UV border edges on export as requested. Check it out, here are the links. https://youtu.be/-B0Lqup3-O0 Here is the second video that includes the update…
I'm currently just setting zbrush export scale slider to 12. Using Maya 2017, OBJs to export. it has relatively decent size in Maya viewport and when I reimport in back to ZBrush either fbx, obj or ma it maintains its scale. this works for my workflow dunno in Max however, just my two cents on the matter.
Looks awesome! Did anyone try using Maya for exporting? I'm going to give it a go. EDIT: I get it working, but model only shows half of the triangles. Triangulating prior to exporting doesn't seem to work either. I don't have the equivalent setting in Maya that you have in your tutorial screenshots. The "Faces: Triangles"…
I'm not familiar with Blender at all, unfortunately. The solution to your problem would lie in its export options for Wavefront OBJ. See if you can include normals with your export, as 3DO will only display what it's given to display. If no normals are given to the model, it will attempt to generate them, which is likely…
There's six pixels of padding, so that might make it look a bit tighter than it really is. I really spent a good hour giving the islands room to breath. And yep, I normally export with FBX and binormals/tangents checked, but I've never looked into DX viewport... it doesn't appear as either an import/export option in UDK or…
In-engine, finally. CE3 exporter for Maya just kept messing up. Always crashed Maya at 33% completion. the model is under the max vert limit, everything should work. It exports fine ino other engines as basically every other format, but not CE3. Got other meshes into CE3 so it should work? Anyway, here we go:
from your screenshots it seems you created the island by using procedural displacement maps. I would suggest to start from scratch in mudbox and create the terrain you like then export it as a displacement map to World machine, beef it up, import again in mudbox do the final details and the export the final maps for use…
Actually fixed that last problem -- I just used the mesh I'd exported from ZBrush using Multi Map Exporter and the problem went away. I dunno what was wrong with the other mesh. :\ Anyway, here's a rough render for now -- I'm gonna touch up the maps some more tomorrow. He's currently 6370 tris.