well if you still have the broken mesh, you could put an edit normals modifier on it in max and check if the vertex normals have gone crazy on that part of your piece.
I used to have this problem it's something to do with the FBX exporter try using a different one for now if you put an edit mesh modifier on your object then export it with that on it will be fine
Or take a shorcut and use modified action figures... [ame=" https://www.youtube.com/watch?v=n3jfbAcsfX8"]Robot Chicken - Arkhum Asylum Shawshank Redemption [adult swim] - YouTube[/ame]
Thank you both for trying to help me:) Normals modifier worked just fine, will bookmark this page if it ever happens again:) Once again thank you so much:)
@NICOLASW I Posted the Images. Could it be because I had to re save the HDRI with Photoshop to make it campatible 2048X1024. I am using the non modified version in Marmoset.
Use a tiled custom texture as a noise modifier on a masked area in zbrush? That is how I think I'd do it. As with all things in art there are a thousand ways to achieve the same result.
Here's a quickie Max 2010 file, using the example texture from your first post. Take a close look at the modifier stack. http://www.ericchadwick.com/examples/files/RowBoatTexture.max
For those interested, source packages and map for the Beneath Demo are now available. If you plan on modifying it, please make sure you read this post as there is a known bug in the February release.
hey, I'm not sure if you solved this or not but I faced the issue and I realized the reason was that the surfaces of my design were not triangulated. So the solution was to simply use "triangulate" modifier.
Paololazatin, I use Maya for modeling so some tools might be slightly different to other software but mainly used Bend Modifiers and then the lattice tool for any small tweaks