When you render an object with displacements, and there are errors, baking those errors into a lightmap or what have you after the object is rendered with the displacements. I don't know what is confusing about it, it's a logical question.
go to the paint tab... und the > icon there is the import layer option... if you have more than one object you have to create a new material for them... rightklick onto the object --> new material
so originally you had X different objects, on which you used the "attach" command to merge them to one single object, correct? and are you sure your edges are open (ie weldable)?
as long as you don´t fill the object with a material, it will always switch to the material you choose. to avoid this, you acitvate "M" instead of "RGB", select the desired material, then goto color > fill object.
plane, doesnt create scalloping and it only thinks about flat tangency, not object tangency. this way the object vertex normals itself will do the curve. AO will come from the engine you will be using. (UDK?)
If you're going to bake it down to a low poly object, then you could always do it in Quixel Suite (nDo). Could you post a Wireframe of the control cage/low poly object before Subdivision?
depends on the scale of the object. if its something small, dont bother making it higher poly, but for larger objects...such as rocks :D ... i wouldn't worry about the triangle count. also what are the plans for the level?
Ok forget what I just said. Maya can't import two objects, if they have the same name, got it. But as I remember Maya 2016 would change the name if objects have the same.
Do you exit sub-object mode before adding the Unwrap modifier? You should. Sub-object selections are passed up the stack, so the upper modifiers are limited to just the selected bits.
I am very new to zbrush, what is a skinning modifier? how do I disable a symmetry modifier? Now that I think of it the objects I have that are not working are either not closed objects or they are not symmetrical.