Ah, you want to turn off self-shadowing while retaining the ability to cast on to other objects and receive from other objects. I don't think that's possible in Maxs viewport by default, but there might be some custom shaders out there that support it.
Now this is getting bizarre. I used the UV set editor to successfully paste the UVs from a good imported object to its corrupted counterpart. The corrupted object has UVs that can be seen in the UV texture editor but no plugged maps are displayed!
hm, I think I get it but i might need to see a screenshot or something if possible. Also, I tried importing into zbrush while with multiple objects. How do you export just one of the objects from zbrush? Is that possible?
If you are wanting to apply multiple textures onto the same object using material id's (sounds like this is what you are doing) then you need to use the Multi/Sub-Object material. Then you can assign materials to different material id's.
Here's the basis for an object I'm building for an Unreal content pack. Put together using objects sculpted in an evaluation version of Zbrush while I get used to the new tablet. Next to get the normals sorted and work on the diffuse colours and effects.
Relax won't change anything, unless you have overlaps or double faces or some other pathological (to the baker) situation. Are you hiding all the faces of the low-poly object in its sub-object mode? MR requires this for proper baking.
To get to the Near Plane setting for the Perspective camera, click the Object List tab then select Perspective camera. It's properties should show up below the Object List, just scroll down a bit. The default setting for Near Plane appears to be 1.00
almighty_gir: to use insert mesh, both objects must have the same amount of subdivisions in zbrush. so you'd have to subdivide the new armor as many times as the object you're adding it to. i don't really know what happens to layers.
There are some really amazing stuff here. Congrats on everyone :smiley: Here is my last hand painted object, hope you like it! :smiley: There are more objects that I've worked on here: https://www.artstation.com/artwork/W2B95D
Just to clarify--yes, you can definitely start with a new mesh and make tileable textures to go on the high poly object. There's no rule saying you must bake a localized normal map for every game object.