Ahh in that case, it gets difficult. The reason I don't think it will work is because quite mode is very specific to what triggers the error. In this case I don't think quitemode has an option for export (you're exorting right?), but the render "missingExtFilesAction:" might work, but I doubt it because its not triggered…
so it seems to have something to do with the blender sphere I subdivided, if I bring in the default sphere from designer it doens't show this. I don't use blender much so maybe some setting I have in there that shows it, not sure, very odd.
Finished retopologizing and baking, next I'll move on to textures. For now I just slapped a default marble from substance painter on and fiddled with the colors a bit. Fun things about art: Telling your mom you're "retopologizing" something and then having to explain what that is.
what's going on with the texture though? Can you explode that? This is what cyrid noticed. I believe that by default, zbrush is flipping UV channel. In the UV menu there I think there's a button to flip, but check the docs about that so you know what to do exactly.
I bet it's something like Modo writes just digits in fbx file and Maya think its default fbx cm instead of inches and re-scale them. But I have no idea really. But I try to keep unites metric in every ap
I tried the DDO Silver Material this time (started over on a different machine and license). Gloss Dynamask completely white, Reflectance white, Metalness Dynamask white, Reflectance black. (If I turn the Metalness-Dynamask black it looks like the grey default material. )
Go through your joints, at least one of those in the chain has influence over those verts. By default, Maya will automatically balance weights to equal 1.0, so if you removed influence from a joint, that influence got moved to another joint in compensation.
Bucket size is the size of the little box that moves across the image and renders bit by bit. When it comes to render speed size doesn't matter when you're not using multiple computers to render. I usually leave it on default. Quality wise it shouldn't matter.
Hi Arthur, Normal map display for default materials (Blinn/Lambert etc) broke in 2013.5 for High Quality viewport. So it is a bug and not something you did. It has since been fixed, but unfortunately for 2013.5 your only option is to use VP 2.
I like it, and I notice I get better results, but where Maya's default Subdivision technique happens almost instantly, OpenSubdiv almost always makes me wait a second or two before anything happens. As a result, I only use it sometimes.