I have had this issue. Make sure that: Faces are triangulated Exporter is working I had some problems with basic OBJ export form Maya 2011 to Marmoset that resultet in this issue. I think triangulation solved it. Cant remember since i was in total panic mode.
Most of those problems could be solved by adding more geometry. Have a look through the "how u model dem shapes" thread. You'll find problems similar to yours. Also, you can make you images appear on the thread if you use IMG tags.
Yes. You need to solve your larger proportion problems before even thinking about sculpting in arreolas. And just to save you time, you don't need to signature your WIP screenshots everytime. What's the point of stealing half-way done work and using that?
I've never run into this myself and I've been using Maya since version 7, although I haven't been looking for this type of thing. I just tested with 2011, a few different methods and everything was symmetrical after triangulation, so I guess it might be solved :)
are you using CTRL X CTRL V maybe? I´ve never run into the problem you are describing, but then I am only using the default UV tools, not Senecas. It is however very easily solved... just to a minimum distance Weld Vertices and they should be connected again...
Ok, I managed to get the "flipped edges" solved by removing the alpha channel from the normal map an flipp the green channel. I also tried o export the projection cage but unfortunately, xNormal always give an error message (cage not matching the Low-Poly mesh). :(
2:20 in the morning I have to sleep.. :smile: Got some of the secondary shapes in the character, had a bit of zbrush troubles but I solved them all so now I'm ready the next time. also did a bit of sculpting on the chest piece last night
I seem to be having a similar problem. Every time I edit a mask it becomes slightly darker. When I'm working only on a Dynamask this can be solved by hitting 'clear' on the painting tab, but that's not really helpful when there are painted areas in the mask. If this is the same issue is there an ETA on the fix?
You can target mocap to blendshapes if you are good at solving systems of linear equations. Look into singular value decomposition. Just a heads up, you aren't going to do this in motion builder without a lot of programming. Such a method also works for joint based facial rigs.
I somehow managed to solve this by simply using Substance Painter for baking, instead of xNormal. SP baked all parts from a single high poly without any seams at all. Unfortunately XNormal wasn't that helpful. Anyway, if anyone runs into this issue, just try SP.