Fuck Maya. That program trolls my co-worker and I day in and day out. Just this morning it's like, "Oh, you spent all day yesterday working with blend shapes and blend weights!? DELETE" Luckily, creating a new scene file and importing that scene into it fixed the problem... Which brings me to the constructive part of this…
I have a serious display issue with models that I export out of 3ds Max: Any model I export from 3ds Max comes out in Quixel preview all weird with half the faces missing (you can actually see through, it's like they're not there at all). I tried just exporting a simple box out of Max as an .obj, and it looked like this…
Thanks for the help :) Here you go. FBX was used for Mudbox as its the only way I know that mudbox will take smoothing group info. OBJ was used for 3D coat, you can also import the obj into mudbox, I got the same results with painting. I also tried painting without the mirrored surfaces, i.e. without overlapping UVs.…
I remember having the same problem with Zbrush. First off, try unticking all the options for OBJ export before exporting (maybe with the exception of "normals"). If that fails, try exporting the .obj from maya, re-importing it, then re-exporting it again. That used to be the fix for Zbrush. Maya seems to flip the vertex…
OK, I'm an idiot. So yeah... I never realised this before, but if you just Append a "PolyMesh3D" tool to your existing tool (the star default thing), then using Import of any arbitrary geometry works and replaces the PolyMesh3D with the OBJ import and keeps the scaling correct relative to all your other objects. I guess I…
So I'm trying to retopologize my model in 3d Coat, my model in zBrush composed of multiple subtools, I merged them all and exported to 3d coat, but it is extremely difficult to draw new topology on the stone in handle, so I wonder if I can isolate different subtools/objects in 3d coat (like "Solo" in substance painter or…
Good Morning ( or afternoon, or night ;) ) to all my fellow polycounters! Studio max has been pissing me off lately since I have to do a lot of obj exports out of it and everytime I do an export selected, it never remembers that I wanted to do an obj export and instead randomly selects one of those numerous formats that I…
I use Substance Painter and sometimes Designer . SPainter has a nice name matching system to avoid the pain of cage tweaking . So the baking rays doesn't return hi poly object normals or other properties beyond two matching pieces like when you bake normal map on a finger and getting other fingers projected too. It…
sasuki: Check out this post. leon huo: One other thing I thought of. Do you have multiple UV sets on that model? Is the correct UV set being exported to Marmoset? Obj only supports one UV set, and I could see that error potentially being caused by trying to apply the object's intended normal map onto a UV set made for…
I never use $. There is just no reason. At the very least you should store $ in a variable. Look at the following example. $ is slower than "obj = $" and "selection[1]". 92ms for $ 61ms for obj = $ 69ms for selection[1] I know 30ms isn't exactly a discernible difference, but if you've got a huge code project littered with…